OFFICIAL GAME GUIL
BASED ON A GAME
RATED BY THE
Prima is an authorized
Electronic Arts licensee.
■Ail
1 Hi V --
J
BATTLEFIELD
PRIMH Official Gome Guide
Written bi| ^
David Knight
>
PflIMA
K I I I I
Prima Games
A Division of Random House, Inc.
www.primagames.com
The Prima Games logo is a registered trademark of Random House, Inc.,
registered in the United States and other countries. Primagames.com is
a registered trademark of Random House, Inc., registered in the United
States. Prima Games is a division of Random House, Inc.
© 2006 Digital Illusions CE AB. All rights reserved. Battlefield 2142 is a trademark
of Digital Illusions CE AB. Electronic Arts, E A and the EA logo are trademarks or
registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All
other trademarks are the property of their respective owners. EA™ is an Electronic
Arts™ brand.
No part of this book may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, recording, or by any
information storage or retrieval system without written permission from Electronic
Arts Inc.
Product Manager: Todd Manning
Editor: Rebecca Chastain
Design & Layout: Scott Watanabe, Jody Seltzer, Bryan Neff
Please be advised that the ESRB Ratings icons, “EC”, “E”, “E10+”, “T”, “M”,
“AO”, and “RP” are trademarks owned by the Entertainment Software Association,
and may only be used with their permission and authority. For information
regarding whether a product has been rated by the ESRB, please visit www.
esrb.org. For permission to use the Ratings icons, please contact the ESA at
esrblicenseinfo.com.
Important:
Prima Games has made every effort to determine that the information contained in
this book is accurate. However, the publisher makes no warranty, either expressed
or implied, as to the accuracy, effectiveness, or completeness of the material in this
book; nor does the publisher assume liability for damages, either incidental or
consequential, that may result from using the information in this book. The publisher
cannot provide any additional information or support regarding gameplay, hints and
strategies, or problems with hardware or software. Such questions should be directed
to the support numbers provided by the game and/or device manufacturers as set
forth in their documentation. Some game tricks require precise timing and may
require repeated attempts before the desired result is achieved.
ISBN: 0-7615-5391-6
Library of Congress Catalog Card Number: 2006904293
Printed in the United States of America
06 07 08 09 GG 10 9 8 7 6 5 4 3 2 1
David Knight has been an avid gamer since the days of the Atari 2600
and Commodore 64. His first foray into the gaming industry came
in 1995, as a scenario designer for SSI’s WWH strategy game Steel
Panthers. As online gaming communities sprung up across the Web,
David lent his enthusiasm and design skills to many fan sites. In 1998
he co-founded and co-hosted Game Waves, a weekly webcast featuring industry news
and game reviews. David’s involvement with Prima Games began in the late 90s as a
technical editor. After co-authoring a couple of guides with his brother Michael, David
authored his first solo game guide in 2002 for Rollercoaster Tycoon 2. Since then he’s
written more than a dozen guides for Prima Games, including books for Battlefield
1942 , Star Wars Battlefront , and SWAT 4.
We want to hear from you! E-mail comments and feedback to
dknight@primagames.com.
V
l
m
W
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copying or downloading expressly prohibited.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
22nd-Century Warfare 4
The Future of War 4
What’s New? 4
BFHQ 4
Buddy List 5
Movement Fundamentals 5
Sprinting 5
Swimming 6
Parachuting 6
Navigation 6
Weapons Training 6
Knife 6
Firearms 7
Specialized Weapons 8
Game Modes 8
Conquest 8
Titan Mode 9
Scoring 10
Scoreboard 11
Persistence 12
Extended Play 12
Battle Recorder 12
Mods 12
Online Resources 12
Infantry 13
Body Armor 13
Weapon Damage 13
Recon 14
EU Recon 14
PAC Recon 14
Recon Unlocks: Branch A 14
Recon Unlocks: Branch B 15
Recon Tactics 17
Assault 17
EU Assault 17
PAC Assault 17
Specialized Equipment: MHUB-21 18
Assault Unlocks: Branch A 18
Assault Unlocks: Branch B 19
Assault Tactics 20
Engineer 20
EU Engineer 20
PAC Engineer 21
Specialized Equipment: H0FF-3000 21
Engineer Unlocks: Branch A 21
Engineer Unlocks: Branch B 22
Engineer Tactics 24
Support 24
EU Support 24
PAC Support 24
Specialized Equipment: AHUB-31 25
Support Unlocks: Branch A 25
Support Unlocks: Branch B 26
Support Tactics 27
Player Ability Unlocks 27
Unlock 1: FRG-1 Grenade 27
Unlock 2: Sprintcor 20 Enhanced Endurance. .28
Unlock 3: Staminar 9 Recovery System 28
Unlock 4: MaxClip 28
Unlock 5: Extra Grenade 28
Squad Leader Unlocks 28
Unlock 1: SLSB 28
Unlock 2: RD-4 Otus 28
Unlock 3: SD-8 Accipiter 29
Standard-Issue Infantry Equipment 29
BJ-2 Combat Knife 29
Pistols 29
Fixed Weapons 30
Railgun 30
AA Turret 30
Vehicles 31
Driver Training 31
Active Defense 31
Fast-Attack Vehicles (FAllsl 31
MK-15 Bandit 31
UAZ-8 Ocelot 32
FAV Tactics 32
FAV Weaknesses 32
Armored Personnel Carriers (APCs) 32
AVM-2 Groundhog 32
BTR-4 Romanov 33
APC Tactics 33
APC Weaknesses 33
Tanks 34
A8 Tiger 34
Type 32 Nekomata 34
Tank Tactics 35
Tank Weaknesses 35
Battle Walkers 35
L-5 Riesig 35
T-39 Bogatyr 35
Battle Walker Tactics 36
Battle Walker Weaknesses 36
Air Power: Flight School 36
Flying with the Keyboard 36
Joystick Setup 37
Flying with the Joystick 38
Gunships 38
Air Transports 39
Titans 40
Type 2 Titan 41
Titan Weaknesses
Titan Tour
jam Play
Communication
41
41
44
44
VoIP
44
Chat
44
Commo Rose
45
The Chain of Command
45
Commander
45
Squad Leader
48
Squad Member
50
Lone Wolf
50
Team Logistics 51
Team Strategy 52
Conquest Head-On 52
Conquest Double Assault 52
Conquest Assault 52
Titan Mode 53
Belgrade 54
Conquest: 16 Player 54
Conquest: 32 Player 55
Bases & Control Points 56
PAC BASE 56
Pond 56
Ruin 57
Statue 57
Com Tower 58
Playground 58
Monorail 59
EU Base 59
Map Features 60
Choke Points 60
Logistical Considerations 60
Belgrade Tester Tips 61
Strategy 61
Key Control Points 61
Camp Gibraltar 62
Conquest: 16 Player 62
Conquest: 32 Player 63
Bases & Control Points 64
PAC Base 64
Harbor 64
Toll Station 65
Central Camp 65
Ruins 66
EU Base 66
Map Features 67
Key Choke Points 67
Logistical Considerations 67
Camp Gibraltar Tester Tips 68
Strategy 68
Key Control Points 68
Cerbere Landing 69
Conquest: 16 Player 69
Conquest: 32 Player 70
Bases & Control Points 71
Command Center 71
Roadblock Area 71
Church 72
Town Center 72
South Offices 73
Office Ruins 73
Harbor 74
Map Features 74
Key Chokepoints 75
Logistical Considerations 75
Cerbere Landing Tester Tips 76
Strategy 76
Key Control Points 76
Fall of Berlin 77
Conquest: 16 Player 77
Conquest: 32 Player 78
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copying or downloading expressly prohibited.
Bases & Control Points 79
Outpost 79
Square 79
Roadblock 80
Crossroads 80
Streets 81
Map Features 81
Key Choke Points 81
Logistical Considerations 82
Fall of Berlin Tester lips 83
Strategy 83
Key Control Points 83
Minsk 84
Conquest: 16 Player 84
Conquest: 32 Player 85
Conquest: 64 Player 86
i & Control Points 87
Silo 5 108
PAC Camp & PAC Titan 109
Map Features 109
Key Choke Points 109
Logistical Considerations 109
Shuhia Taiba Tester Tips 110
Conquest/Titan Strategy 110
Key Control Points/Silos 110
Sidi Power Plant Ill
Conquest: 16 Player Ill
Conquest: 32 Player 112
Conquest: 64 Player 113
Bases & Control Points 114
Main Gate 114
Power Generator 114
Harbor 115
Offices 115
Conquest/Titan Strategy 136
Key Control Points/Silos 136
Tunis Harbor 137
Conquest: 16 Player 137
Conquest: 32 Player 138
Bases & Control Points 139
Outer Docks 139
Docks Office 139
Bridge 140
Lifting Quarters 140
Main Office 141
Eastern Docks 141
Power Station 142
Junkyard 142
Inner Docks 143
Map Features 143
Key Choke Points 144
Ghost Town
87
Warehouses
117
Tunis Harbor Tester Tips
145
Roadblock
88
Communications
117
Strategy
145
Monument Compound
88
Military Outpost
118
Key Control Points
145
South Outpost
89
Mountain Pass
118
Verdun
146
Hill
90
Titan Mode
119
Conquest: 16 Player
146
Front Line
90
Bases & Silos
120
Conquest: 32 Player
147
PAC Camp
91
Main Gate & EU Titan
120
Conquest: 64 Player
148
Titan Mode
92
Silo 1
120
Bases & Control Points
149
i & Silos 93
EU Headquarters & EU Titan 93
Silo 1 93
Silo 2 94
Silo 3 94
Silo 4 94
Silo 5 94
PAC Camp 95
Map Features 95
Key Choke Points 95
Logistical Considerations 96
Minsk Tester Tips 96
Conquest Strategy 96
Titan Strategy 96
Key Control Points/Silos 97
Shuhia Taiba 98
Conquest: 16 Player 98
Conquest: 32 Player 99
Conquest: 64 Player 100
Bases & Control Points 101
EU Military Base 101
Storage Area 101
West Mountain Pass 102
Freezers 102
Central Base 103
Office 104
East Mountain Pass 104
Supply Base 105
PAC Camp 105
Titan Mode 106
Bases & Silos 107
EU Military Base & EU Titan 107
Silo 2..
Silo 3..
Silo 4..
Silo 5..
..121
..121
..121
..121
Silo 1..
Silo 2..
Silo 3..
Silo 4..
Mountain Pass 122
Map Features 122
Key Choke Points 122
Logistical Considerations 122
Sidi Power Plant Tester Tips 123
Conquest/Titan Strategy 123
Key Control Points/Silos 123
Suez Canal 124
Conquest: 16 Player 124
Conquest: 32 Player 125
Conquest: 64 Player 126
Bases & Control Points 127
Refugee Camp 127
Inner Bridge Lock 127
Outer Bridge Lock 128
Trash Dump 128
Dry Lake 129
Oil Station 130
Outpost 130
Military Base 131
Titan Mode 132
Bases & Silos 133
Inner Bridge Lock & EU Titan 133
Silo 1 133
Silo 2 133
Silo 3 133
Silo 4 134
Silo 5 134
Military Base 134
Map Features 135
Key Choke Points 135
Logistical Considerations 135
Suez Canal Tester Tips 136
Mansion 149
Western Farm 149
Valley Farm 150
Guard Gate 151
Western Outskirts 151
Church 152
Eastern Outskirts 152
Glacier Rim 153
Hillside Farm 153
Eastern Farm 154
Military Camp 154
Titan Mode 155
Bases & Silos 156
Mansion & EU Titan 156
Silo 1 156
Silo 2 156
Silo 3 157
Silo 4 157
Silo 5 157
Military Camp 158
Map Features 158
Key Choke Points 158
Logistical Considerations 159
Verdun Tester Tips 1 59
Strategy 159
Key Control Points/Silos 159
Appendix A: Ranks 161
Appendix B: Awards 163
Medals 163
Badges 165
Ribbons 169
Pins 171
Art Gallery 172
Acknowledgements 174 j
■ **
EF
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copying or downloading expressly prohibited.
4>.IND'
In 2106, the world froze. After a hundred years of debate
and dissension, the world’s governments were forced to
face the reality of global warming — the next Ice Age had
arrived.
As snow and storms swept down from the north, living
space and resources were swallowed by the encroaching
ice and a frantic battle for survival began across the globe.
Small-scale conflicts bloomed into major confrontations, as
desperate nations united to form new superpowers — the
European-led EU forces and Russo-Asian PAC army. With
the formation of these coalitions came the consolidation
of brains and resources needed to develop deadly new
battlefront technologies: the Titans, vast dreadnoughts
with the colossal destructive power to dominate the skies,
and lethal, armored battle walkers, designed to outpace
and outgun infantry.
Now, in the year 2142, these advances have forever
changed the face of war — but its purpose remains the
same: absolute destruction of the enemy.
WHAT’S NEW?
Welcome to Battlefield 2142. With glaciers encroaching
on much of Asia and Europe, the EU and PAC face off in
epic battles, attempting to gain a foothold on the earth’s
remaining inhabitable land. But don’t let the futuristic
setting and new technologies intimidate you. The game
plays much like its predecessors, allowing veterans from
Wake Island, Khe Sahn, or Karkand to feel at home.
While the addictive Battlefield gameplay has remained
ntouched, there are many new features that affect tactics
nd strategy. Here are a few of the new additions you
should familiarize yourself with before lacing up your boots:
• Titan Mode: Destroy the enemy's Titan before it destroys yours! Titan mode is a neui. fast-
paced game mode that tabes teamuiorh to a whole neui level.
• Battle Walkers: These massive mechanized walhers chew up infantry and armor at close
range, but they're far from invincible. Exploit their weahnesses to blast them off the
battlefield.
• EMP Weapons: Some infantry and vehicles are now equipped with EMP munitions that
temporarily disable vehicles and scramble soldiers' HDDs. Use these weapons to even the
odds when facing superior armor and prepower.
• Unlochs & Kit Customization: There are now a total of 40 unlochs! These are earned through
promotions and allow players to customize their hits with new weapons and equipment,
lihe the B12 Enforcer sentry gun or IT-33 optical camouflage.
• Buddy List: Find which servers your friends are playing on and join them or send them
messages.
So what are you waiting for? Gather your gear! Before
stepping out onto the battlefield, take a few minutes to
read over the next few sections. Even if you’re a grizzled
Battlefield veteran, the following information is a good
refresher course. Who knows? It might even save your life.
When you first start the
game, you’re prompted
to create or retrieve an
EA account. If you already
have an EA account,
simply enter the account
name and password in
the appropriate fields on
the first screen to login.
Otherwise, click “Create
New Account.” Once you
have logged into your EA account, you can create a soldier name
by clicking “Create New Solider” on the Your Soldiers menu.
All solider names must be unique, so you can’t choose a name
already in use by another player. However, you can have multiple
soldiers per EA account, requiring only one login to select from
your list of soldiers. New to Battlefield 2142 is the “Clan Tag”
option at the top of the soldier menu. If you’re in a clan, simply
type your clan tag (a maximum of eight characters) into this field
and the tag will appear in front of your solider name in the game.
This field can be changed whenever selecting a soldier, making
it easy to edit or update clan affiliations for your various soldier
profiles. Each soldier profile tracks of all of your game play stats.
These stats determine your rank as well as your eligibility for any
rewards or kit unlocks when playing on ranked servers.
To take a look at your stats, click the BFHQ button in the
main menu. The first section is Your Stats. Here you can
get the basics, such as your career points, score, and time
played, all shown in line graph. For more detailed information,
click on the Details tab. The Details screen lists practically
everything you’ve ever done in every online game you’ve played
on ranked servers. Included are statistics on your most-played
kits, vehicles, weapons, maps, and nationalities — it even logs,
down to the second, how long you’ve played each! All your
teamwork and combat stats are listed here, too.
The Unlocks screen is where you can browse player
abilities, unlockable equipment for each kit, and squad leader
unlocks. You can also select unlocks here by clicking a piece
of equipment and pressing the Choose Unlock button in the
bottom-left corner of the screen. But make your selection
carefully. Unlocks are awarded with promotions, and they’re
not easily achieved after the first few ranks.
Next is the Awards screen, showing medals, badges,
ribbons, and pins. In addition to seeing which awards you’ve
earned, you can browse items you haven’t earned yet. Click
It's possible to move oihile peering through gour weapon's iron sight or scope, but pur
movement is reduced to a slow wall;
Be careful where gou tahe cover. High-caliber rounds can penetrate light objects lihe
flimsg sheets of metal. For the best protection, tahe cover behind heavg. solid objects of
concrete or stone.
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copying or downloading expressly prohibited.
on the grayed-out awards to study the requirements. Many
awards have multiple requirements, some of which you
may have already fulfilled. Check up on the Awards section
periodically to see how close you are to achieving new honors.
Last is the Leaderboards screen, where you can
track your statistics against everyone else in the online
community. You can sort data by scores, kits, vehicles, and
even individual kit equipment. Click the button on the right
side of the screen next to any player’s name to bring up a
new window showing the selected player’s stats in a side-by-
side comparison with yours.
BU©P¥ LIST
The buddy list, new to Battlefield 2142, allows you to send
messages and find out which servers your friends are
playing on. You can find this list in the bottom-left corner
of the start screen after you log in. To add a friend to the
buddy list, type the soldier’s name in the Search Buddy
field. Before you can add the name to your list, your friend
must approve the request.
Once the names are added, you can see whether your
friends are Online or Offline, indicated by the two list
headers. If they’re online, click the right arrow icon next to
their names to open the server list, automatically identifying
which servers your friends are playing on. Click the speech
bubble icon next to a name to send that friend a message.
The buddy list is a great tool for clans and individual
players because they broaden the sense of community. If you
find a good group of players who work together, add them to
your buddy list and replicate your success in future battles.
Before Battlefield 2142 was released, veterans were
allowed to reserve their Battlefield 2 soldier name at the
official Battlefield Web site. By registering the name early,
they gained access to a new verbal taunt when playing
Battlefield 2. Plus, upon starting Battlefield 2142 veterans
receive an automatic promotion and unlock.
In-game, these players have a “2” icon next to their
names, indicating they’re veterans. Be careful around
these guys, because they know what they’re doing — and we
don’t take kindly to know-it-all noobs!
Moving your soldier
around the battlefield
is simple, especially if
you’ve played the earlier
installments or any other
first-person shooter. The
standard combination
of keyboard and mouse
controls allow for quick
and precise movement.
All movement is
controlled by your left hand, using (w) to move forward, (s) to
, and [a] and [d] to strafe left and right.
SPRINTING
As in Battlefield 2, the
sprinting function allows
your solider to run at
high speed by either
holding down [Shift] while
moving forward or by
simply double-tapping
(w). Sprinting can
make your soldier a bit
tougher to hit, especially
if an enemy sniper has
you in his sights. It also increases the distance your soldier
can jump, so get a running start before leaping across large
gaps. While sprinting, your soldier won’t be able to fire a
weapon, but can reload it.
Each soldier has a sprint meter, just below the health
meter. The meter drops every time the soldier sprints
(or jumps) and does not regenerate until the soldier stops to
rest. Soldiers equipped with heavy body armor (the default)
have shorter sprint durations due to the weight of their gear.
22NP~CENTtJRY WARFARE
—
Jumping is achieved by pressing [Spacebar] , and is useful
for hopping over short barriers like sandbags and low walls.
The mouse is used to change directional facing, as well as
to aim and fire weapons. It’s possible, using the mouse and
strafe keys, to move laterally in one direction while aiming in
a different direction. This form of strafing is useful in close-
combat situations because it helps you evade incoming fire.
In addition to standing upright, your soldier can also
crouch [ [ Ctrl ] ) or drop prone ([z]). While crouched, your
soldier can duck behind low objects for cover. It’s possible
to move while crouched, but speed is reduced. Dropping
prone is the best way to stay out of sight and evade
incoming gunfire when there’s no cover available.
Crawling on your belly is the slowest way to move around,
but it’s also the stealthiest form of movement. Recon
troops equipped with sniper rifles should always stay as
low as possible to avoid being detected. The crouched and
prone stances also improve the accuracy of firearms. We’ll
discuss the importance of these stances a bit more in the
“Weapons Training” section, later in this chapter.
SWIMMING
If you find yourself
in deep water, you
can swim using the
forward and backward
movement keys — you
can’t strafe. While
swimming, you cannot
access your kit’s
weapons. You can
sprint, however, which
allows you to swim to
shore faster. Avoid swimming whenever possible, because
it leaves you out in the open with no way to defend yourself.
If you must cross a river or other body of water, look for
shallow areas.
Bathe walkers can cross deep spans of water without taking damage. In maps like Tunis
Harbor, swimming infantrg and battle walkers can use their aquatic abilities to attack
from unexpected directions.
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copying or downloading expressly prohibited.
Regardless of map
size, you need some
rudimentary navigational
skills to find your way
around. First, there’s a
mini-map in the upper
right-hand corner of the
screen. At the center
of the map is a yellow
vector. You are always
in the center of the
mini-map and the vector shows which way you are facing,
with north at the top of the mini-map. The mini-map lets
you see your surroundings, the location of control points,
and any nearby friendly troops. Your troops appear as blue,
squad members are dark green, and enemy units appear as
red — no matter whether you are playing as the EU or PAC.
Squad leader orders show up on the map as icons —
these same icons are superimposed on the HUD, showing
you where the squad leader wants you to go. You can
cycle through three zoom levels for the mini-map by
pressing (n). For an expanded view of the map, press (m).
This shows you the whole battlefield and the position of all
your friendly units.
Pressing [n] cycles through zoom levels for this larger
map. Use the larger map to check the overall status of
the battle. The fog of war is in effect on all the maps, so
you will not see the location of enemies unless they are
detected by a UAV or NetBat™ device, or their position is
relayed through the Network Battlefield System.
Unoccupied vehicles, commander’s stations, and AA
turrets appear as gray icons; railguns are black. You can
also toggle flag icons to appear on your HUD to show you
the direction to and distance of the control points and silos.
Press [Aitl to toggle these icons on and off as needed.
For the most part, the weapons in Battlefield 2142
function the same way as they did in the previous games.
But there are some slight variations worth taking note of.
Let’s take a brief look at each weapon type.
KNIFE
Knife combat is
more pronounced in
Battlefield 2142 than
in the earlier games.
Scoring a knife kill
allows you to take your
victim’s dog tags as a
trophy. All collected dog
tags are visible within
BFHQ, displaying your
PARACHUTING
Assault pods are now
used when ejecting
from an aircraft,
but parachutes are
still available to all
infantry, and are useful
when hopping off tall
buildings or other
high structures. Avoid
[cratering into the
ground by deploying
[your parachute with [ Spacebar ) .
During the descent, steer the parachute by using the
strafe keys [(a) and (d)) to turn left and right. Press (s) to
cause the parachute to flare, reducing forward momentum.
You can use your troop kit’s weapons while drifting
downward, but your accuracy won’t be that great. At high
altitudes, try dropping grenades or demo packs on enemy
infantry below, but make sure they explode long before you
reach the ground.
Parachutes can be used multiple times, so don’t worry
if it takes a few jumps to descend a deep canyon or multi-
tiered structure. The longer you’re in the air, though, the
more attention you’re likely to attract. For this reason,
freefall as long as possible and open the parachute just
before you reach the ground. This is a great way to sneak
into enemy-held control points.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
proficiency with the knife. Your own dog tags may appear in
the collections of other players too, assuming they’ve been
lucky enough to stab you.
As usual, the knife kills in one hit, but can be used only at
extremely close range, so use it sparingly, preferably when
your intended victim hasn’t spotted you. Try rushing in
close for a quick stab when your opponent is attempting to
reload a firearm. It works best, however, when sneaking up
behind enemies for a quick, stealthy kill. Use the new active
camouflage unlock to sneak around enemies, then equip
your knife when directly behind them.
The idea of a knife fight may seem silly in a game loaded
with so many projectile weapons, but it’s something you
should prepare for. The best way to defend against a
knife attack is by strafing left and right while continually
facing your opponent. If holding a knife, look for your
own opportunities to strike, lunging forward to stab
and immediately stepping back to avoid the inevitable
counterthrust.
Depending on the skill of the combatants, knife fights
can last anywhere from a couple of seconds to more than
a minute. But you’re better off blasting knife attackers with
your firearm. You’ll have plenty of opportunities to score
easy kills on opponents hungry for dog tags.
FIREARMS
A number of firearms
are available to infantry,
and they all function
similarly. Aiming your
weapon is as simple
as moving the mouse.
Place the aim reticule
over your target and
click the left mouse
button to fire. For
more precise aim and
accuracy, click the right mouse button to switch to the
weapon’s sight view. If the firearm is equipped with a scope,
this brings up the scope’s view.
Most of the weapons are equipped with a magnified
red-dot sight. Simply place the dot over the target and
fire. On the pistols, the rear and front sighting apertures
are automatically aligned, so all you have to do is place
the tip of the front sight post over your target and fire. If
you hit an enemy, the aiming reticule will “bloom” subtly.
Use this hit information to place your following rounds in
approximately the same area.
Hit Boxes & Damage
Hit Box
Head
2X Domooe
2X Domooe
Torso
-307- Damaae
Standard Domooe
Limbs
1/2 Domooe
1/2 Domooe
Each solider has three general hit boxes, each registering
different damage when struck by a bullet. Scoring a head
shot does the most damage, but an opponent’s head is
much smaller than his torso and difficult to hit unless using
a sniper rifle. For best results, aim for center mass, at an
opponent’s torso. This does substantial damage. It’s the
largest hit box, making it easier to hit, but it’s also the
only hit box protected by heavy body armor, reducing the
damage of each bullet strike by 30 percent.
Arms and legs register damage too, but single hits to
these non-critical areas are never life-threatening. Multiple
hits add up, though, so don’t shy away from unloading a
magazine into an opponent’s foot if it’s all you can see. For
detailed information on weapon damage, including stats for
each firearm, see the next chapter.
Snipers do not hove o crosshairs icon on their HUD mhen their sniper rifle is selected,
ond connot occorotelij oim their ineopon until theij peer through the scope viein bg
right-cliching. This con be inconvenient ond dongerous mhen engoging enemies ot close
range, os the magnification of the scope con be disorienting ond peripheral vision is
reduced. Snipers should move around uiith their pistols dramn. using the sniper rifle onlg
mhen theg find a good hiding spot.
Some of the weapons in the game have two separate
firing modes: automatic and semiautomatic. You can toggle
the firing modes by pressing [ 3 ], the same key used to
select a kit’s primary weapon. The selected fire mode is
indicated by the bullet icons above the ammo meter — one
bullet indicates semi auto and five bullets represent full
auto. Automatic fire is useful in close-range engagements
when accuracy takes a backseat to rate of fire. But
consider switching to semiautomatic when engaging distant
targets or when you simply need to conserve ammo.
Accuracy
Firearm accuracy is
affected primarily by
movement and stance.
While moving, watch
the aiming reticule
increase in size,
indicating a reduction
in accuracy. But when
you halt movement,
the reticule shrinks,
representing a more
stable firing position. Clearly, it’s better to fire from
stationary positions whenever possible. Accuracy can be
increased even more by crouching or dropping prone.
Crouched firing is the most practical of the two stances,
particularly when on the move. Make a habit of dropping
to one knee before squeezing off a few rounds. To fully
maximize your weapon’s accuracy, drop prone and zoom
in. This combination is the most stable and accurate firi
position.
Support troops will benefit most from firing in a prone
position, because it helps stabilize their cumbersome light
machine guns. Unlike early-model machine guns, the new
light and heavy machine guns’ accuracy increases the
longer they fire. They’re still prone to muzzle climb (caused
by recoil) and overheating, so don’t get carried away.
H temporary accuracij penalty is applied whenever you drop prone, indicated bi| the
wide aiming reticole. So wait a second or two for poor sights to settle before opening
fire. No accuracy penalty Is applied when crooching.
Reloading
Once you’ve expended
the ammunition from
a magazine, you must
reload before firing
can resume. If the
Auto Reload function is
checked in the Options
menu, reloading occurs
automatically every
time a magazine runs
dry. But it’s better to
reload the weapon yourself by pressing (r). You want a full
magazine at all times, because you never know when you’ll
need every last round.
But you also need to conserve ammunition, unless a
support soldier or supply crate is nearby to keep you
stocked. As a rule, reload your weapon once the magazine
reaches the half-capacity mark. You can monitor how much
ammo is left in a magazine by glancing at the ammo meter
n the bottom right-hand corner of the screen.
SPECIALIZE© WEAPONS
Grenades
IMo grenades are
immediately available
to infantry in Battlefield
2142. These weapons
must be earned through
the unlock system. There
are a couple of ways to
throw a grenade. The
most common option is
to click the left mouse
button. This causes
the grenade to be thrown at full strength. But by clicking
the right mouse button and holding it down, you can specify
how hard a grenade is thrown — the longer you hold down the
right mouse button, the harder the grenade is thrown. The
grenade is held until the right mouse button is released —
don’t worry, it won’t detonate in your hand.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Specifying the strength of a throw is useful when you want
to drop a grenade from a high elevation or roll it down an
incline. The FRG-1 fragmentation grenade from the assault
kit has a four-second fuse, and it will bounce and roll around
until it eventually explodes. The support kit’s EMP grenades
and the assault kit’s smoke grenades detonate on impact,
however. Throw these grenades directly at the target you
wish to disable or obscure with smoke.
Guided Nissiles
a The guided missiles
Hr carried by the engineers
* function identically to
. . m r^ \.\ A** the anti-tank kit’s wire-
guided missiles from
Battlefield 2. You peer
£§ j through the missile
launcher’s scope, just
WLM. as you would a sniper
rifle, but the results are
much more explosive.
Right-click to bring up the weapon’s magnified scope
view. Once you spot a target, click and hold down the left
mouse button to launch the missile. While holding down the
left mouse button, you can steer the missile toward the
target by moving the mouse in any direction — the missile
goes wherever you aim. To maximize damage, target the
rear armor of tanks or the legs of battle walkers. When
engaging vehicles at long range, aim and fire the missile
above the target to avoid giving a launch warning. As the
missile gets closer, tilt the sight down to bring the missile
crashing down on top of the target.
CONQUEST
Conquest functions the same as it did in Battlefield 2,
requiring teams to capture and defend control points while
depleting the opponents’ ticket count.
Spoiun Screen
This is where you select
or customize your kit
and choose your spawn
point. Spawn points are
represented by white
dots on the map and
are usually located next
to control points, silos,
or bases. Squad leaders
can also act as spawn
— points for their squad,
or they can place spawn beacons, which show up as green
dots on the map. Access the spawn screen at any time
during the game by pressing [ Enter) .
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Tickers
Tickets represent
the number of
reinforcements your
team has at any
given time. These
fluctuating numbers are
prominently displayed
in the top-center of the
screen. Every time a
teammate dies, one
ticket is subtracted
from your team’s total count. The side with tickets at the
end of the game wins; the side with no tickets loses. An
assault soldier with a defibrillator can prevent ticket loss by
reviving wounded teammates.
Tickets can also be drained by holding a majority of flags.
But these methods vary based on the type of battle. For
more information on bleeding enemy tickets, see the “Game
Types” section, later in this chapter.
Control Points
Control points are
locations of strategic
importance that
can be captured by
either side. You can
view the location of
a battlefield’s control
points on the mini-map
in the upper right-hand
corner of the screen,
or expand the map view
by pressing (m). On the map, the control points are marked
by small flag icons indicating location as well as the point’s
current state. When a control point is held by your team,
your nationality’s flag will appear here, and vice versa if
your opponent controls it.
Control points can also be neutral, represented by a
gray flag icon on the map. In addition to being spawn
points, most control points produce vehicles and stationary
weapons when captured. The types and number of assets
produced by a control point vary based on the map size and
nationality of the occupier.
Control Point Capture
You must occupy a
control point’s radius
to capture it. Think of
this as a large invisible
dome emanating
from the flagpole.
The capture progress
meter appears at the
top of the screen any
time you’re within a
control point’s radius;
it disappears when you move out. Use this to scout the
boundaries of the radius, as well as to monitor the status
of the conversion process. The raising and lowering of flags
on the flagpole is another visual gauge of progress.
l\lo opponents can be present within the control point’s
radius at the time of capture, so all resistance must be
routed or eliminated. Multiple teammates gathered within
the radius can reduce the amount of time necessary to
capture the control point. But only one player in a vehicle
can convert a flag, so order all other passengers to get
out, so as to expedite the process.
Gome Types
The popular Conquest battles return in Battlefield 2142.
There are three different battle types, each with its own
rules and victory conditions.
In Head-On battles, both sides are on an even footing,
each beginning with a base on opposite sides of the
map. In most cases, all of the control points are neutral
to begin with, often resulting in races to capture the
most. Bleeding the opposing side’s tickets is possible by
holding more than half of the map’s control points, bases
included. For example, if there are five control points, a
team must control three to bleed its enemy’s ticket count.
The bases cannot be captured, so each side will always
have at least one spawn point.
Most of the 16-player maps are Double Assault battles,
usually consisting of no more than four control points. On
these maps, each side begins with one control point. As
in Head-On battles, a ticket drain can be initiated on the
opposing team by controlling more than half of the map’s
control points. To achieve a quick victory, capture all of the
control points, denying the opposing team a spawn point.
During Assault battles, there is always an attacker and a
defender. The attacker begins with at least one base that
cannot be captured. Defenders usually hold most of the
map’s control points. It’s the attackers’ job to capture all
of the control points on the map, preventing the defenders
from spawning new troops.
The attacker begins the battle with more tickets than
the defender, but a ticket drain is in effect till the attacker
captures and holds at least one of the defender’s control
points. The defender’s tickets cannot be drained unless it
loses all of the control points.
TITAN MOPE
Titan is the new gaming mode, pitting the EU Titan versus
the PAC Titan. The Titans are giant airships, resembling
flying aircraft carriers. Each Titan has a spawn point and
a hangar capable of spawning one gunship and two air
transports. Each team also has a ground base capable of
spawning a variety of ground vehicles. The only way to win
in this mode is by destroying the enemy’s Titan — there are
no tickets.
- &
While the rules are straightforward, the gameplay is
extremely fast-paced and complex, requiring a heightened
degree of teamwork and situational awareness. Each round
of Titan is broken down into these two phases:
Silo Capture & Defense
7 ^,'
Each map has five
neutral silo sites.
These silos fire missiles
capable of knocking
out the Titan’s shields
and damaging its hull.
— Silos are captured
just like control points
in Conquest mode.
But they have a much
tighter capture radius,
requiring both infantry and vehicles to cluster closely
around the silo. Once captured, the silo automatically fires
a missile at the enemy Titan. Subsequent missiles are
fired every two minutes, assuming the silo is still under
the same team’s control. Missiles cannot be shot down or
intercepted in any way. Once launched, there’s no way to
stop them.
Each fired missile damages a Titan’s shields, which
are eventually dropped. The more silos a team holds, the
quicker that team can drop the shields of the enemy Titan,
paving the way for an interior assault.
Titan Takedown
Once its shields are
down, there are two
ways to destroy a
Titan. It can be further
damaged and even
destroyed by missiles
fired from the silos
or other explosive
munitions fired against
its hull. However, the
Titan’s hull is very
thick, and can withstand heavy punishment. It’s often much
quicker to destroy the Titan from within by knocking out its
reactor core.
The first step of a Titan assault is getting infantry
onboard. Use air units or the APC pod launchers to drop
infantry onto the Titan. Don’t expect to knock out the Titan
with one quick raid. Keep up the pressure by providing
onboard spawn points. Squad leaders are the best option,
using their own spawn point or the new SLSB spawn
beacon. Squad members can then choose to spawn on
their squad leader or the deployed spawn beacon. Air
transports landed on the Titan can be also be used as
spawn points, at least till they’re destroyed.
-
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Inside the Titan, the team must destroy four control
panels to unlock the reactor core. These panels are located
in four narrow corridors on the port and starboard sides of
the Titan. The lower control panels, 1 and 2, extend shield
barriers in the upper corridors, blocking access to Panels 3
and 4, respectively. So Panels 1 and 2 must be destroyed
first. Blast the control panels with RDX, rockets, or even
small-arms fire — the support kit’s light machine gun is the
most effective of the firearms.
Destroying the control
panels causes the fore
and aft doors of the
central reactor room
to blow open. Once
again, use explosives
or gunfire to destroy
the reactor core —
shoot directly into the
colored arc of energy
to register damage.
After it sustains heavy
damage, the core goes
critical, shooting arcs of
energy about the room.
This is your exit cue.
When the core goes
critical, you have 20
seconds to get off the
Titan before it explodes.
Run out through the Titan’s rear entrances and simply jump
off, deploying your parachute as the Titan ruptures above.
Drop a sentry gun down the corridor, 10-15 meters back
from the doorway. This forces enemy soldiers to commit
to entering the corridor before the sentry gun opens fire,
catching them in the open and doing more damage. It also
creates a scenario where the enemy troops have to expose
themselves to fire to take the sentry out. So, if they
charge the turret as a group, you can be waiting in the
hallway with your shotgun.
— Andrew “Abyss” Stouppe
SCORING
As in the previous
installment, in
Battlefield 2142 you
get credit for just about
everything you do on
ranked servers. While
you’re still likely to make
a majority of your points
through kills, you can
boost your score by
Flao/Silo Capture fist olauer in radiusl 2
Flao/Silo Capture Assist [2nd and follominn olauers enterinn radiusl I
Flao/Silo Defense fhills mithin radiusl I
Neutralize Flao/Silo fapolieJ to all teammates milhin radius] I
1 1
Team Kill
Team Damaoe f>50/. Jamaoel
-1
Team Vehicle Damage [>507. damaoel
-j
Destroy Enemu Commander Station T
Rssistino From Vehicle foassenoers mounted on ounsl
0.5
Disable Vehicle TEMPI
0.5
Titan Component Destroction
2
Titan Weapon DestroueJ
2
Titan Rttack Bonos [kills on enema Titan added to the kill score] T
Titan Rirdroo ffor each olauer drooped from an air vehicle on an enemu Titan] T
Titan Defense Bonus Thills on friendly Titan added to the kill score] T
Suicide
-2
Teamwork Scoring
Repair [friendly vehicles mith >50?. damage]
Repair Commander Station T
Resnoolu T
Repair Fixed Ground Weapon [Tyrrell T
Repair Titan Guns T
Kill Assist T>507- damaoe prior to other player's kllll
0.5
Vehicle Kill Assist [for each olauer Inside a vehicle if damaoe >507-1
0.5
Driver Assist [driver bonus point for kills scored bu oassenoersl
0.5
NOTE#-:
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
healing/reviving, repairing, and supplying. There are also
points awarded for kill assists and driver assists, when your
actions contribute to a kill. But you can also lose points
by accidentally killing teammates. So it’s important to
watch your fire, lest your score suffer. For a more details
on scoring, take a look at the scoring breakdowns in the
following tables.
Player Scoring
22NO-CENTURY WARFARE
SCOREBOARD
You can access the
scoreboard at any time
during gameplay by
pressing and holding
[Tab). There are four
different sections of the
scoreboard, the first
being the Players tab.
Here you’ll see two lists,
side by side, detailing
the scores of every
player in the game — players with the highest scores are
at the top. The scoreboard tracks five separate statistics,
indicated by the columns to the right of each player’s name.
These columns are topped by a different icon:
Trophg Icon: This is pr overall score, taking into accoont all actions.
Men Icon: This is goor teamwork score. flng points earned kg providing team sopport are
listed here. Points deducted for team hills show up here. too.
Crosshairs Icon: The number of kills gon've scored.
Sknll Icon: Rll of goor deaths are tracked in this colnmn. Deaths have no impact on goor total
score, hot mag affect goor eligibilitg for certain awards.
Compoters Icon: Your ping. R low number [TOO or less] indicates a good connection and is less
likelg to result in lagged gameplag. If this number is high [200 or more] consider finding a
different server.
The scoreboard has two more tabs that can be accessed
by right-clicking to activate the cursor — you still need to
hold down [Tab) to keep the scoreboard open. Under the
scoreboard’s Squads tab you can view the scoring status of
each squad on your team. In addition to individual scores,
each squad’s total points are also tabulated, making it easy
to see which squads are effective and which aren’t.
The Manage tab is where you can mute a teammate’s
VoIP chatter as well as initiate votes to kick a player off.
If a player is racking up team kills or just being a pain,
consider voting that player off. Simply check the Kick Vote
box next to the player’s name in the list. This initiates a
vote, allowing all players to decide the fate of the problem
player. A majority of players must agree to kick a player.
When prompted to vote, press [Pg Up) to vote yes, or [Pg Dn)
to vote no.
Use this screen to invite players to your buddy list, too,
allowing you to find them on different servers in the future.
Access the Server tab to get the server’s IP as well as
initiate a vote to change maps. Voting for new maps works
the same way as voting a player off — a majority in favor is
needed to succeed. At the top of the Manage screen, click
on the Map Vote pull-down menu. Here you can select from
a list of maps available on the server.
Files downloaded here will be saved to the \My
Documents\Battlefield 21 42\Profiles\Default\Demos\
directory. Once downloaded, these files can be played back
and shared with other players. But download them before
they’re overwritten by the server, which usually will store
only about 30 recordings at a time.
To play a recorded file, select it from the Battle Recorder
Library list on the right side of the screen. During playback,
use the number keys to control the speed of playback. If
you prefer to follow individual players, press [Spacebar] to
toggle through all of the participants, using the mouse to
move the camera around and the mouse wheel (or (w) and
(a)) to zoom in and out.
You can also enter free-cam mode by right-clicking the
mouse. This allows you to fly through the battle using the
standard movement keys. In addition to providing proof of
your prowess on the battlefield, the Battle Recorder is a
great tool for reviewing team strategies, helping determine
what worked and what didn’t.
MOBS
Mods, or modifications, is a term used to describe user-
created content. Using the Battlefield engine and basic
gameplay fundamentals, users design their own maps,
vehicles, and weapons, making for entirely new gaming
experiences. Given the game’s worldwide following, the
number of mods under development for Battlefield 2 grows
almost daily. The variety of mods is also impressive, ranging
from historical to sci-fi.
The best thing about mods is that they’re free! As long
as you have Battlefield 2142 (and the appropriate updates)
you can download mods and play them immediately. To
activate a mod, click the Community button on the main
menu, then click on the Custom Games button. This opens
a new screen allowing you to choose from a list of installed
mods. Select the mod you want to play from the list on the
left side of the screen, then click the Activate button in the
bottom-right corner to load the mod.
ONLINE RESOURCES
Official Battlefield M Site
http://battlefield.ea.com
This should be your first stop for community updates,
patches, and other official add-ons. You can also sign up for
a newsletter.
Planet Battlefield
http://planetbattlefield.gamespy.com
This is one of the most comprehensive and frequently
updated Battlefield sites on the web. Check it for news
and mod updates as well as details on clans and upcoming
tournaments. The forums are also an excellent source of
information. Bookmark this one!
Total BFSHS
http://www.totalbf2142.com
Here’s another great source for news with daily updates
and links to other community Web sites around the world.
PERSISTENCE
By playing Battlefield
2142 on ranked
servers, you’re
eligible for new ranks
and awards. These
achievements are
based on your overall
performance on the
battlefield. The points
awarded in each round
are applied to your
score. This value represents each point earned through
kills, teamwork, flag captures, and so forth. This score
is amended after each round and plays a large role in
determining rank, especially at the beginning.
The number of medals, badges, and pins earned make up
your Experience. Some of the higher ranks require a certain
number of awards, so don’t neglect this aspect. Awards
are earned through completing various tasks. Check the
Awards section of the BFHQ to see the awards you’ve
achieved, and the ones you’re close to earning.
The combination of your score and Experience make up
your Career Points, which ultimately determine your rank.
Promotions in rank are the only way to earn unlocks, so
keep moving up the ranks to gain access to new equipment.
Study the rank and award requirements in the charts at
the back of this guide.
Battlefield 2 and its predecessors generated an
enthusiastic gaming community, fueled largely by mods and
anized team play. It only takes a few minutes of poking
nd the Internet to find numerous fan sites dedicated
everything Battlefield. So even when you’re not playing
the game, there’s plenty of information and resources
to keep you busy. Hit the forums and help other players
out, or share some footage shot on the Battle Recorder.
Community involvement is almost as addictive as playing
the game.
BATTLE RECORDER
If you’ve been playing these games for any period of time,
there’s a good chance you have a Battlefield story. You
know, like the time you saved your team from total defeat
by ditching your plane and capturing an undefended control
point. Instead of just bragging to your friends about your
incredible skills, you can back it up with footage, thanks to
the Battle Recorder function, under the Community menu.
With this server side option, individual rounds are
recorded to a file and saved to a URL where they can be
downloaded by participants. After completing a gaming
session, click on the Community tab in the main menu.
Under the Battle Recorder tab is a list of URLs allowing you
to download files of the game rounds you’ve played.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
In Battlefield 2142, infantry is more powerful than ever.
But there’s still a delicate balance at play, with each kit
possessing its own set of strengths and weaknesses.
The trademark Battlefield balance ensures that no kit
dominates. There’s a time and a place for each, and it’s up
to you to choose which tools are best for each situation.
Use this chapter to help make those key decisions before
gearing up or spending your hard-earned unlocks.
BOBY ARMOR
Both heavy and light body armor are available to each troop
kit in the customization screen. Light body armor provides
the least protection, but allows for longer sprint durations
and quicker stamina regeneration. Heavy body armor, the
default, reduces damage from small-arms fire to the torso
by 20 percent but slows the wearer down, decreasing sprint
durations and increasing recovery time. Before spawning in,
Each time a bullet is fired from a weapon, its velocity
reduces over distance, causing less damage upon impact.
The Maximum Damage value represents the optimal
damage caused by each round. The bullet or projectile will
cause this damage within a predetermined range — indicated
by the Start column in the table. After reaching that range,
the bullet rapidly loses speed, causing its damage value to
decrease. This value continues decreasing over distance
until it reaches the Minimum Damage range — indicated by
the End column in the table. At this point, the projectile
inflicts the same damage regardless of how much further
it travels. For example, a SCAR 1 1 round will cause 29
points of damage when hitting a target within a range
of 35 meters. But beyond that range the damage value
decreases, bottoming out at 20 points once passing 65
choose the right
serving as a snip
armor. But
when you’re
hitting the front
lines, always
go with heavy
body armor.
Weapon
set of body armor for the task at hand. If p(
er or commando, spawn in with light body g|
fiction Heavu Bodu Rrmor Lioht Bodu Rrmor
Bductions in damage — these bullets do heavy damage at
ny range.
The damage values in this chapter (and table below) are
ased on torso shots against light body armor. Hits against
aavy body armor (torso only) are reduced by approximately
O percent. Head shots cause twice the max/min damage,
itting an opponent’s limbs (arms and legs) cause half the
lax/min damage.
son Chart
Min. Damaae Start [meters] End fmetersl ROF
Sprint Time
Bsec.
12 sec.
Sprint Recharoe
24 sec.
ni
17 sec. -5
Jumo Stamina Loss
Kit/Unloch
25'/.
Nao. Caoacitu
IS'/. H
rr
Firearm Compari!
Max. Damaae
Horretti SR4 Sniper
EU Recon
s
80
80
—
—
—
Parh S3 Sniper
PBC Recon
s
80
80
—
—
—
Zeller-H Sniper
Recon Unloch
3
90
90
—
—
—
Lambert Carbine
Recon Unloch
30
2S
16
25
55
600
SCHR11RR
EURssault
30
29
20
35
65
600
Rrulov FR-37 RR
PRCRssault
30
27
20
35
70
900
Herzoo RR Shotoun
Assault Rnloch
3
10x12
2x12
10
35
—
RaurH-RR
Assault Rnloch
20
31
22
40
70
600
Voss L-HR
Assault Rnloch
40
25
20
40
65
900
Turcotte Raoid SMG
EU Engineer
20
28
10
13
36
600
Halhov RH-11 SMG
PRCEnolneer
30
20
10
12
35
600
Bianchi LUG
EU Support
ISO
21
14
30
70
900
ShuhoLHG
PRC Support
200
20
14
30
70
900
GanzHMG
Suooort Rnloch
120
22
18
15
60
600
Clarh ISA Shotoun
Suooort Rnloch
7
12x12
4x12
12
35
—
P33 Pereira Pistol
EU standard-issue
TO
31
8
8
30
—
Tahao 120 Pistol
PRC standard-issue
! IS
20
8
12
30
—
MOTE it,
The Herzog HR Shotgun and Clarh 1SB Shotgun fire 12 buchshot-lihe sub-munitions uiitb each trigger pull. If all projectiles hit the target at close range, theg inflict heavg damage,
to the spread of the buchshot. these meapons are most accurate [and lethal] urithin 10-12 meters.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Combining the destructive
power of Special Forces
staples such as DemoPaks
and rapid-fire weaponry with
a range of immaculate sniper rifles
and enhancements, the complete Recon
kit offers a tactical edge — all wrapped up
with the latest camouflage technology.
Firing a custom-designed,
14mm flechette round, the
Park 52 Sniper Rifle provides
an equivalent level of force
and precision as the EU
Morretti SR4 without the
cumbersome design factors.
Fabricated using the latest
metallurgic technologies, the
lightweight Park 52 counters
accuracy-hampering movement through a shock-resistant,
plastic steel barrel bedding. A high-magnification scope
allows the sniper a long-range visual field, which can be
upgraded through the DysTek Hi-Scope X4.
80 [any range]
80 [any range]
N/H
High
5
Semi flufo
The Morretti SR4 (Sniper MtecbH M
Rifle 4] is a next generation jj^H
sniping medium utilizing a
semiautomatic configuration,
high-caliber round, and
telescopic sight to effectively
assail medium- and long-range
targets. The rifle is fitted withyM
a carbonized metal barrel to
decrease thermal distortion,
ensuring maximum accuracy, although the high caliber
generates significant recoil, requiring a non-repetitive, one
shot/one kill approach.
REC0N UNLOCKS: BRANCH A
The APM (Anti Personnel
Mine) is a directional ufl
fragmentation mine ■ AJ "
generating a fan-shaped
explosion pattern. The mine
is highly lethal to infantry who
approach its front at speed, though it can be defused or
circumvented by careful soldiers.
m
BJ-2 Combat Hnife
—
—
[ 2 ]
TakaoT20 Pistol
15
GO
[3]
Parh 52 Snioer
5
35
m
BJ-2 Combat Hnife
—
[ 2 ]
P33 Pereira Pistol 10
GO
[3l
Morretti SR4 Snioer 5
35
Since the APM is a directional mine, place it facing toward
the threat. As long as you stay behind it, it won’t explode.
You can move in front of the mine, but only slowly —
crouched movement is safest. The mine doesn’t distinguish
between friend and foe, so avoid placing it near control
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
points or silos where your teammates may set it off.
Instead, drop it near your blind spots when sniping to take
out opponents eager to take your dog tags.
Unloch 2: DiisTeh Hi-Scope 1(4
DysTek Hi-Scope X4 is an
enhanced accuracy optical
system utilizing an upgraded
electronics and sensor
package to provide the user
with a greatly enhanced
zoom level and the ability to
set its zoom level.
If you’re into sniping, this unlock is a must. When equipped,
zoom in and use the mouse wheel to adjust the scope’s
magnification. This allows you to score head shots at great
distances. However, at maximum zoom, vertical scope drift
is more pronounced. To dampen this effect, use this unlock
in conjunction with the Gruber 5 stabilizer.
Unloch 3: Gruber 5 Stabilizer
Utilizing a movement
compensation sensor
to grant temporary rifle
stability, the Gruber
5 Scope Stabilizer
System facilitates target
acquisition. The Gruber’s
power supply allows for
nearly limitless repeat uses of the system, though the
power levels demanded by the system require a significant
recharge period between uses.
This unlock eliminates scope drift for approximately two to
three seconds, just long enough to get off a shot. Start by
lining up a target in the scope, then hold down the sprint
key [default left [Shift) ] to steady the crosshairs over the
target. Fire while the scope is steady to score a direct
hit. It takes approximately 6 seconds for the stabilizer to
regenerate, so make the shot count.
Unloch 4: Zeller-H Rdvanced Sniper Rifle
A significant upgrade from
the Morretti SR4 and
Park 52 Sniper Rifles, the
Zeller-H Advanced Sniper
Rifle features state-of-the-
art targeting precision,
resulting from a series of
enhancements including
computerized stabilization and]
advanced muzzle-brakes for
recoil dampening. The Zeller-H’s higher caliber ammunition
gives this anti-material sniper rifle a highly enhanced
stopping power, especially against lightly armored targets.
jy90 [ani| range]
90 [ang range]
N/R
High
3
i Single Shot
The DiisTeh Hi-Scope X4 and GruberS
stabilizer morh only with the sniper
rifles. They have no impact on the
The Zeller-H is the most powerful rifle in the game. It’s also
the only weapon capable of detonating mines and other
explosives. Use it during vehicle advances, watching narrow
choke points from a distance to knock out booby traps. The
downside to this rifle is its three-round magazine capacity
and lengthy reload time, which limit its effectiveness to
long-range duty. For best results, bring along the DysTek Hi-
Scope X4 and Gruber 5 stabilizer when equipping this rifle,
and stay clear of high-traffic areas.
RECON UNLOCKS: BRANCH B
Unlock 1: RDX DemoPak
Similar to its predecessor, C4, RDX DemoPak
is a remotely detonated, plastic-bonded
chemical explosive. The RDX is infused
with a highly stable high explosive
chemical compound, PNC [polyethyl
nitrate cyclobutane), increasing its
optimum effective explosive output.
Unlocking the RDX DemoPak is the first step in
transforming the recon kit into a competent special ops
kit. These work just like the C4 charges in Battlefield 2.
Left-click to toss these explosives, and right-click to equip
the detonator. A maximum of five charges can be placed
at any given time. They’re great for taking out commander
MMSA
V „
This weapon provides the recon kit with some badly needed
versatility, giving recon players the ability to hold their own in
close-quarter firefights instead of relying on their pistols. What
the Lambert carbine lacks in power and accuracy it makes up
for in Rate of Fire, mimicking the rapid fire of the engineer’s
submachine guns. To maximize accuracy and conserve ammo,
operate the weapon on its semiautomatic fire mode when
engaging targets at intermediate to long range.
This gun has an extremely rapid Rate of Fire, and is
capable of emptying its entire 30-round magazine in
a matter of seconds. This makes it the gun to have
in close-quarter assaults. Nothing I ever toed up
against in the corridors of a Titan won (mind you, I
never ran into anyone with a shotgun).
Every other class, carrying any other weapon, fell
before me. And there was many a fight when we both
pulled the trigger at the same time. Its long-range
capabilities are a little weak but it has a single-shot
mode that helps. Put a few single rounds into anyone
and they find cover quickly. I rarely killed at range
with it, though.
— Jason “Space Ape” Wigle
Unloch 2: NeFBaf™ Fade Delay
Part of the 3.0 update to the Network Battlefield System,
the new Fade Delay nano-mod interfaces with existing
modules to enhance their performance. The target
acquisition algorithm provides longer on-mark feedback
allowing soldiers employing the system to track their
targets for longer. As with the other NetBat™ nano-mods,
the information is both uplinkable and downlinkable to all
soldiers who are plugged into the squad’s battle network.
This device keeps enemy target icons on the HUD longer,
even if nobody in the squad is actively acquiring the
target. Like all NetBat™ upgrades, this is most effective
when attacking or defending a Titan, where enemies are
likely to duck out of sight. If the target isn’t reacquired
(through line of sight) within a few seconds, the target icon
eventually disappears — but the enemy doesn’t.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Unlock 4: LamberF Carbine
Originally designed for early
century Special Operations
Forces, the modernized
Lambert Carbine remains
the weapon of choice for
urban warfare, given its
maneuverability-enhancing
compact design and rapid
Rate of Fire. What the
Lambert Carbine lacks in
stopping power, it makes up for tenfold in usability. Made
from SB-7, the latest polyimide matrix material, the rugged
yet lightweight Lambert Carbine produces minimal recoil
ensuring accurate burst suppression. The double magazine
feeding system and compressed, low-caliber ammunition
enable unmatched fire volume.
jj25 [within 25 meters]
16 [beyond 55 meters]
600 rpm
Low/Hedium
30
Full Huto. Semi Huto
This is one of the most popular unlocks in the game,
rendering its user nearly invisible for 20-second spans.
Press (jT| to equip the device, and hold down the left mouse
button to activate it. Falling and swimming automatically
deactivates the device, so avoid these forms of movement
to remain covert. The device is active only for brief
oments, so use it to move from one piece of cover to the
ext, letting it recharge at each stop. Keep your distance
and stay in low-lighted areas to mask these limitations.
Remember, you’re invisible, not invincible.
Unlock 3: IT-33 Optical Camouflage
Mimicking ambient light and
background texture patterns through
a microprocessor-controlled, fiber-
optic, DLD (dynamic liquid display)
fabric, the IT-33 Active Camouflage
System enables a soldier to reduce
his visibility by up to 90 percent.
INFANTRY
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
RECON TACTICS
The new recon kit combines both sniper and spec ops
capability, giving players the ability to fine-tune the kit
through the unlock system to meet their needs. For
snipers, the kit is most effective in a supporting role,
providing offensive or defensive fire from great distances.
The sniper rifles associated with this kit do not generate
an aiming reticule on the HUD — the only way to aim is
through the weapon’s scope. Therefore, recon troops
carrying a sniper rifle should equip the pistol when moving
about the map, particularly in urban areas.
The recon kit gains much more versatility once the four
unlocks in Branch B are available, providing access to
RDX, active camouflage, and the Lambert carbine. These
weapons and equipment are well suited for deep incursions
behind enemy lines. Sneak past enemies using the active
camouflage, then use RDX to knock out commander
stations at the enemy’s base.
The combined effort of
multiple US and European jj|H
arms manufacturers, the
SCAR 1 1 has become the
standard-issue Assault Rifle
due to its robust firepower
and ability to perform in
cold weather conditions. HR
The SCAR 1 1 maintains
a high Rate of Fire even
in arctic climates, using an integrated heat distributor
to prevent apparatus freezing. Electronically fired, each
tungsten-core round boasts an impact velocity of over 800
m/s, penetrating even the latest body armor technologies.
Bringing together heavy anti-infantry weaponry and
frontline medical tech, the assault kit lets soldiers dish out
and repair impressive amounts of human damage. Identify
enemy infantry targets then take them out with your
assault rifle or shotgun add-on, or be your comrades’ savior
with your Medical Hub and defibrillator.
Eli ASSAULT
Employed by frontline infantry in a
similar capacity as the EU SCAR 1 1 ,
the Krylov FA-37 fires a comparable
caseless armor-piercing round with
considerably more recoil due to its
lighter-weight, hollow graphite stock,
The PAC assault rifle is FhNlH
equally effective in winter J
environments, utilizing a
built-in thermal dispenser.
Appreciably damaging, but I
less accurate when fired
fully automatic, the Krylov
FA-37 is often operated in
single-shot mode, precision j_p^
enhanced via a fixed-
position optical sight.
m BJ-S Combat Knife
—
—
[ 2 ]
P33 Pereira Pistol
10
60
[3]
mi dr
30
ISO
MHUB-S1
—
1
m BJ-2 Combat Knife
—
—
lYI TakaoTRO Pistol
15
60
f3l Krnlov Ffl-37 HR
30
tso
t4l MHUB-S1
—
1
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
SPECIALISED EQUIPMENT: MHUB*21
Within its medical equipment and supply
package, the MHUB-21 Medical
Hub includes a nitrate cauterizer,
naproxen dosages, providone
iodine wipes, benzalkonium
chloride, a bulb syringe,
trauma shears, petroleum
gauze, occlusive dressings, and
adhesive bandages.
Onlq one medical hub can be dropped at a lime. To make Ibe most of Ibe package despile
Ibis limitation, drop one medical hub near a high-traffic area to help heal teammates.
R nem medical bub is generated in the assault soldier's inventory about 30 seconds
after the first one is dropped. But if the second medical hub is dropped, the first one
disappears. Instead of dropping the second medical hub. equip it mhen near injured
teammates. This olloms qou to use turn medical hubs at the some time, gaining more
teamurork points.
10x12 [uiifhin 10 meters]
2x12 [beqond 35 meters]
H/R
Lour
3
Semi fluto
ASSAULT UNLOCKS; BRANCH A
Unloch 1: Herzog HR-Shotgun
Mounted in an under
barrel configuration,
the 20-gauge Herzog
■ Shotgun adds
Isubstantial short range
Istopping power to any
[assault rifle’s standard
repertoire. The Herzog
utilizes the same
Universal Ammo as the
PK-74 AR-Rocket, allowing for inter-compatibility between
the two weapons.
This assault rifle accessory is a must for close-quarter fire
fights, particularly in the tight confines of the Titan. Press
[~6~] to equip the weapon and notice how the crosshairs
change to a circular reticule — use this as an indication of
whether the shotgun or assault rifle is selected. Deploy the
shotgun at extreme close range, or as a back-up when the
assault rifle’s magazine runs dry.
You have only three shots, so reload the shotgun after
each use. But don’t reload it during a fight — it takes too
long. Switch to the assault rifle or pistol till all nearby
threats are eliminated, then reload the shotgun.
Unloch 2: NelBal™ Infantry ID
Network Battlefield System has introduced the latest
enhancement to the NetBat™ technology. The new net-
centric warfare system allows soldiers equipped with the
Infantry ID nano-mod to query an onboard database to
identify infantry targets. The nano-mod will assess, analyze
and report on the target soldier’s kit and assign an ID
based on a 98% certainty. The nano-mod update is flexible
enough to send and receive battle data over its synth-flex
battle network, allowing everyone in the squad to receive
the information.
When the device is equipped, place your crosshairs over
an enemy target. A gray kit icon will appear next to the red
targeting icon, indicating which kit the enemy is using. It is
most useful for identifying sniper threats for your squad. This
unlock is also a stepping-stone necessary to reach the PK-74
AR Rocket and the Baur H-AR.
Unlock 3: PH-74 HR Rochet
The PK-74 AR-Rocket
is fabricated from
a fiberglass-zinc
amalgam and
filled with a highly
explosive synthetic
fuel compound. When attached to the soldier’s standard
Assault Rifle it results in a compact and lightweight
rifle rocket, ideal for a portable launcher. The Universal
Ammunition, shared with the Herzog Shotgun, features
variable fusing allowing for both impact and air burst
detonations.
This rocket can be fired in two modes: direct and air burst.
In direct, it works just like a grenade launcher, fired in an
arc-like trajectory and detonating on impact. For air burst,
zoom in and use the assault rifle scope’s range finder to set
the distance at which the rocket detonates. Use the mouse
wheel to adjust the distance. This is great for taking out
infantry hiding behind cover. For example, if they’re behind
a wall at 20 meters, set the rocket to detonate at 22
meters.
The rocket is still lobbed when fired, so elevate the barrel
to properly range the weapon. Otherwise it may hit the
ground and detonate before it reaches the target. The goal
is to deliver the rocket a meter or two above the target’s
head. The blast radius is relatively small, so the closer
you can deliver the rocket over the target, the better the
result. Mastering this weapon takes some practice, so
don’t give up.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
UnlocH4: Bour H-RR
The Baur H-AR [Heavy
Assault Rifle) is a
bulked-up edition of
the SCAR 1 1 , firing
high-caliber, tungsten-
core ammunition for
maximum damage
potential. Manufactured
with HM-3 composite
metals, the weighty but
powerful Baur H-AR is found
ffll [Min 40 meters]
22 [beyond 70 meters]
000 rpm
Nedium/Oiglr
20
Full Onto. Semi Onto
most often in front-line conflict.
The Baur H-AR is similar to the G3 from Battlefield 2,
providing the assault kit with some heavy firepower. While
it does more damage than the standard EU and PAC
assault rifles, it has a smaller magazine capacity and
exhibits some wicked recoil. To rein in these deficiencies,
set the rifle on semiautomatic and engage targets at
intermediate and long range through the scope. It can be
a beast at close range, too — as long as you kill your target
before you run out of ammo.
The Baur H-AR is my preferred weapon in the assault
kit. It has a nice balance between rate of fire,
accuracy, and punch.
— Jason “Space Ape” Wigle
ASSAULT UNLOCKS: BRANCH B
Unlock 1: RED-6 Defibrillator
The portable AED-6 (Automated External
Defibrillator) resuscitates casualties using an
embedded, rhythm-tracking microprocessor
to determine ventricular fibrillation or
tachycardia and emit, via wet-gel
secretion paddles, appropriately
leveled, biphasic charges.
If you’re a team player, this should be one of your first
unlocks. Reviving teammates preserves tickets in Conquest
mode and is also a good way to augment your score. Press
[ 5 ] to equip the defibrillator and approach any downed
teammates. You must stand or crouch over the body to
deliver the reviving shock. The defibrillator can kill enemies,
too. But you’ll have to get within knife range to shock an
opponent to death.
If an assault teammate with a defibrillator is downed, p con save him if you act
quichlij. Grab the hit with (g) and equip the defibrillator to revive qour teammate. When
revived, qour teammate will automaticallq equip qour dropped hit. You're sfuch with the
revived soldier's assault hit — at least till qou grab another one.
Unloch 2: Advanced Med Hub
An upgraded version of the standard-
issue Medical Hub, the Advanced
Med Hub includes an additional
supply of antibiotics, health
revivers and muscle stimulants
including soloxil, dyphatine, and
quivinol, expediting a medic’s health
provision capabilities.
When equipped, the advanced medical hub replaces the
standard medical hub in the inventory, and can still be
accessed by pressing (7|- The advanced medical hub also
allows soldiers in the vehicles to heal nearby soldiers
outside of the vehicle.
Unloch 3: SG-34 Grenade
Impact detonated, the SG-34 Smoke
Grenade can be used as a screening,
diversionary, signaling, or offensive device,
dispersing a cloud of dense potassium
chlorate-based smoke.
This is your standard smoke grenade.
Equip it by pressing [§] and throw it by
left- or right-clicking. The grenade’s smoke
screen lasts for only about 10 seconds, so plan ahead
before tossing it. Smoke is valuable when advancing across
streets or other known fields of fire. This obscures the
vision of troops as well as sentry guns and drones. They
can be especially useful on Titans too.
A
E
GINEE;
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
25 [within 40 meters]
< 20 [beyond 65 meters]
900 rpm
Medium/High
40
Full Huto. Semi Huto
Unloch 4: VOSS L-flR
Ergonomically designed
with a fibre-reinforced
polymer shell, the
Voss L-AR [Light
Assault Rifle) is a close
cousin of the Krylov
FA-37, sacrificing
incapacitation
capabilities for
increased portability
and firing longevity. Used primarily in supportive, high-
movement scenarios, the Voss L-AR uses lower-caliber
ammunition allowing for higher-volume cartridges, enabling
prolonged suppressive assault.
Like the recon kit’s Lambert carbine, the Voss L-AR is
awesome in close-quarter firefights. Although it lacks the
stopping power of the Baur H-AR and the standard-issue
assault rifles, this compact weapon compensates with its
high Rate of Fire and 40-round magazine. Still, this is a
specialty weapon and should be deployed as such. Bring
it along when fighting in urban centers or in the tight
corridors of a Titan.
ASSAULT TACTICS
an arsenal of assault rifles and medical equipment,
assault kit offers players a myriad of options for killing
opponents and saving teammates. As in the previous
installments, the assault kit is the most balanced when
it comes to taking on enemy infantry. The assault rifles
provide a perfect mix of power and accuracy, qualities
lacking in the more specialized weapons found in other
kits. The Herzog AR shotgun and PK-74 AR rocket unlocks
further enhance the kit’s lethal capabilities, at both short
and long range. But with no armor-piercing ordnance,
assault soldiers must rely on their engineer brethren to
deal with APCs, tanks, and battle walkers. Still, assault
soldiers have the ability to heal and even revive through
the use of the AED-6 defibrillator unlock. The defibrillator is
a key piece of equipment in any squad, providing the user
with a nice boost in teamwork points while helping preserve
tickets in Conquest battles. Unlock the defibrillator early
on, and use it to keep your team alive and fighting. Then
focus on the Branch A unlocks to acquire greater offensive
capability.
f4l H0FF-3000
Primary Weapon: Turco^e Rapid SNG
Strong Against: All Vehicles
Meah Against: Infantry
As you’d expect, the engineer kit is all about machinery: anti-
vehicle and anti-aircraft weaponry and mines are supported by
vehicle detection and identification equipment, posing a threat
to even the most advanced battlefield craft. An impressive
vehicle repair kit makes fixing any damage a cinch.
EtJ ENGINEER
Ell Engineer Kit
Key WeaDon/ltem
Magazine
Canacitu
Ammo
Count
m BJ-2 Combat Knife
—
—
Hfl Turcotte Ronid SHE
26
130
f3l Mitchell AV-18
1
6
Originally used in law enforcement
and adopted by military forces as a
personal defense weapon the high-tech
Turcotte Rapid SMG [Sub Machine
Gun) combines the
muzzle velocity of a
standard assault rifle,
the automatic capability
of a machine gun and
the portability of a
pistol. Loaded with
small-caliber, armor-
piercing rounds, the
Turcotte Rapid lacks
accuracy, and stopping power at long range, but its high
Rate of Fire makes it an effective close-combat weapon.
M8 [within 13 meters]
p 10 [beyond 36 meters]
GOO rpm
Low/Medium
26
Full Auto
To use The H0FF-3D00. approach a damaged vehicle. Turrel, or commander station till an
aiming reticule appears on the HIID — this indicates the object is damaged and ready
for repairs. Hold douin the left mouse button to conduct repairs, matching the colored
circle icon in the aiming reticule fill in. clochuiise. Once this icon is completely uihite,
the objectis fully repaired.
INFANTRY
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Mi-Vehicle Weapon: Mirchell flV-18
This modern-day Anti-
Vehicle weapon was
developed in direct
response to mid-century
advances in vehicle
armor design. Made
from polyminium, a
new titanium-based
amalgam, the Mitchell AV-18 body is ultra-light, allowing
a greater portion of its travel weight to be dedicated to
ammunition. Replacing standard HEAT [high explosive anti-
tank) rockets with heavier, more formidable, superplastic,
multi-warhead explosives, the Mitchell AV-18 is able to
perforate even the most resilient cladding and cause
extensive damage.
1 Armor-Piercing
Guided
1
Single Shot
Mi-Vehicle Weapon: Sudnih VP
Damage Hrmor-Piercing
Hccurac Guided
Magazine Capacity:]
Fire Modes: Single Shot
The Sudnik VP Anti-
Vehicle weapon fires a single optically guided missile with
a shaped charge capable of penetrating over two feet of
steel plate. The multiple stages of the shaped charge allow
the Sudnik to by pass traditional reactive armors without
sacrificing the overall effectiveness of the weapon system.
Primorij Weapon: Molhov RK-11 SMG
f3l Sudnih VP ] G
ffl H0FF-3000
Slightly lighter than the
EU Turcotte Rapid and
due to its reinforced
polymer stock the
Maikov RK-1 1 SMG
[Sub Machine Gun)
is equally effective in
confined environments,
using a high firing rate
to ensure multiple
impact points. Like its
EU counterpart, the
Maikov RK-1 1 suffers a
long range.
2G [uiithin 12 meters]
1 10 [beyund 35 meters]
GOO rpm
Lnui/Medium
30
Full Hutn
great loss of stopping power at
PflC Engineer Kit
Key
WeaDon/ltem
Magazine
Canacitu
Hmmo
Count
(Ti BJ-2 Combat Knife
—
—
[ 2 ]
MaIHuv RK-11 SMG
30
ISO
SPECIALIZED EQUIPMENT: HOFF-300©
The H0FF-3000 is a high-tech
Repair Tool equipped with
computer analysis and a
nano-torch that allows
ENGINEER UNLOCKS: BRANCH A
Unloch 1: HE Defuser
The CPU-driven AE Defuser
analyzes munitions characteristics
using chemical and electronic
sensors. An Engineer can use the
Defuser’s embedded electrical
neutralization apparatus to defuse
a variety of explosive devices from
a safer distance than previous explosives
disposal devices.
PAC ENGINEER:
the engineer to quickly
and easily repair all
vehicles on the battlefield.
- &
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Outside of the recon kit’s Zeller-H, the AE defuser is the
only other way to neutralize mines and explosives. This
small hand-held device can be equipped by pressing (jT|.
Aim the defuser at the explosive and step forward till the
device acquires it — usually within five meters. Hold down
the left mouse button to defuse the explosive, removing it
from the map. This is a good way to remove mines, but be
careful when approaching RDX or APMs, because the blast
radius of these weapons is far greater than the range of
the defuser.
Unloch 2: NelBfll™ Vehicle ID
The NetBat™ Vehicle ID is the first in a new line of
upgrades to the successful Network Battlefield System.
Combining the latest nanotech modifications with the
synth-flex battle network allows a soldier to identify an
enemy vehicle and transmit the data to all members of the
network.
Like the NetBat™ infantry ID found in the assault kit, this
device identifies the type of vehicle targeted and relays the
information and coordinates through the NetBat system.
However, the information is relayed only while the vehicle is
within the user’s sights. This can be useful when scouting
high-value targets for squad members in a gunship. They’ll
be able to see the vehicle’s position on their HUD, making it
easier to hit with a TV-guided missile at long range.
Unloch 3: PDS-1
The microprocessor-based
PDS-1 detects vehicles
within the vicinity using a
i Sonar tracking system that
(distinguishes sub-elevation and
atmospheric reverberations.
I Both type and position of the
vehicles in range of the device
are determined and displayed
through the NetBat™ for all
squad members.
Unloch 4: Pilum H-flVR
The Pilum H-AVR [Heavy
Anti Vehicle Rifle) lacks
any guidance package,
instead relying on
the high speed of its
projectile to eliminate
targets. With an
embedded, microprocessor-driven, anti-recoil system and
steel alloy-composite structure, the Pilum H-AVR launches
armor-piercing fin-stabilized projectiles that have proven
far more effective against armored targets than traditional
warheads, especially against the weaker rear armor of tanks.
MM Armor-Piercing
High
1
Single Shot
mm
u
The Pilum H-AVR is basically a huge sniper rifle with anti-
tank capability. Its armor-piercing round travels at higher
speeds than the rockets fired by the standard-issue
launchers, but it does approximately the same amount of
damage. But instead of leaving behind a highly visible smoke
trail, the projectile generates a thin blue energy trail that
quickly dissipates, allowing the shooter to remain relatively
concealed — an important feature when taking on tanks and
battle walkers. The accuracy of the weapon also allows the
shooter to target specific weak spots, like a battle walker’s
knee joints. As with the rocket launchers, the Pilum must
be reloaded after firing one round, and the engineer only
carries six rounds. So make each shot count.
The Pilum and The standard-issue rnchet launchers can destrug a Titan's turrets, ever
uihen its shields are up. It tahes three rochets ur HP ruunds tu hnnch nut each Turret.
The PDS-1 detects all enemy vehicles within its 1 0O-meter
search diameter, relaying the data to each squad member’s
mini-map indicated by the appropriate vehicle icon. Equip
the device by pressing [§], then simply left-click to drop it
where you want to scout for enemy vehicles or stick it to
your own vehicle. The device continues transmitting till a
new one is dropped or till the user dies. Use these when
defending, to monitor the flow of enemy traffic and help
identify choke points suitable for orbital strikes.
ENGINEER UNLOCKS; BRANCH B
Unlockl: 11-14 EMP Mine
The larger, more powerful,
stationary cousin of the EMP
grenade, the 11-14 EMP Mine
utilizes the same electromagnetic
pulse methodology to fully
immobilize nearby machinery in
almost all situations.
Speeding vehicles fake the heaviest damage from motion mines, os the mines often
detonate behind the vehicle, inhere the armor is ineahest. For instance, a heolthg tanh
tahes onlg about 15-25 points of damage if it cramls forward and allows the mine to
detonate on its thich front armor. If it is moving at top speed, the damage dealt can be
two to three times greater!
Don't fire the 5RHM SS if the targeted aircraft has deployed its active defense shield — it
will do no damage. Wait a few seconds for the shield to drop, then fire.
The EMP mine delivers an electromagnetic shock second
in power only to that of the orbital strike. Vehicles that
run directly over one of these lose all mobility and weapons
functions for about 10 seconds. This buys engineers time
to pound the disabled vehicle with rockets or the Pilum,
making the mine ideal for ambushes. Equip the EMP mine
by pressing (jT| and drop one by clicking the left mouse
button. Of the mines, these are the largest and most
visible, so try to place them in areas where enemy drivers
can’t easily spot them, such as in high grass, around
corners, or at the crest of a hill.
UnlocH S: DqsTeh Repair v2.0
The DysTek Repair v2.0 addition
replaces the H0FF-3000’s manual
control with a mechanized torque
booster, increasing the speed of
repairs.
This upgrade to the H0FF-3000 reduces
the amount of time necessary to repair
vehicles and other objects. This is most noticeable when
repairing commander stations. Consider equipping this
unlock if you’re tasked with baby-sitting the commander
stations at the team’s base. This unlock only affects
repairs conducted directly with the H0FF-3000, however —
repairs conducted while driving or riding in a vehicle are as
slow as ever, though the repair radius is slightly increased.
Unloch 3: 11-29 Motion Mine
The 11-29 Motion Mine uses an advanced
TDD [Target Detection Device) to actively
track and seek enemy vehicles by
detecting their electronic and infrared
signatures. The ll-29’s explosive yield
is lower than traditional mines, as a
significant portion of the mine’s housing is
dedicated to the TDD.
This wicked invention literally chases vehicles and attaches
to them before detonating. The 11-29 begins tracking
moving vehicles at approximately 10 meters. The mine only
detects motion, however. If vehicles are moving slowly to
begin with, they can avoid getting hit by a mine simply by
stopping. FAVs can actually outrun mines trailing behind
them by using their sprint function. For all other speeding
vehicles, there is no escape. Compared to the instant-death
AT mines from the previous installments, the motion mine
is relatively weak; it takes two or three to knock out a
single tank or battle walker.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
INFANTRY
The SAAW 86 is
the only infantry-
based anti-aircraft
weapon, useful for
filling gaps in the
team’s air defenses.
Unlike the standard-issue
launchers, this missile’s
guidance system requires a lock
to track aircraft. Establish a lock
by tracking an enemy aircraft through the weapon’s scope.
Listen for the tone and watch for the Shoot prompt below
the green bounding targeting box before firing. The shooter
must maintain a lock on the target for the missile to hit.
This missile does heavy damage to both gunships and air
transports, but it lacks the armor-piercing characteristics
to effectively knock out APCs, tanks, or battle walkers.
In a pinch, the missile can be fired at ground targets.
Simply aim and fire it as you would a rocket with no
guidance — the missile cannot lock on to ground targets.
Unloch 4: SRRW 86 finfi-fiir
A powerful anti-aircraft
weapon, the SAAW
86 is built with a low-
density steel composite
and incorporates
an implanted, CPU-
controlled balance
system to maximize portability. Launching aerodynamic,
high-velocity rounds, the SAAW 86 is especially effective
against moving airborne targets.
vim. - ^ ^ i
** High Explosive
Guided
2
„ H Single Shot
ry .
Shuho LUG 200 GOO
flHUB-31
ENGINEER TACTICS
Need to blast an enemy tank? Look no further than the
engineer kit. This kit is packed with weapons and equipment
to take out vehicles of all types. The standard-issue rocket
launchers and the Pilum H-AVR unlock are awesome anti-
tank platforms, capable of punching through the thick
armor of tanks and battle walkers. For best results, try to
hit tanks from the rear where their armor is the thinnest.
Battle walkers are weakest in their legs and knee joints. Or
walk between their legs and aim up to fire a rocket or AP
round into their vent port for an instant kill!
The mines are also effective anti-vehicle weapons. Use
them to block enemy traffic at narrow choke points, or
deploy them around control points and silos for defense.
The SAAW 86 unlock gives the engineer anti-air capability
as well, which is useful for knocking down enemy gunships
and air transports.
But the engineer is also vital in a support role, repairing
vehicles and other objects. The engineer’s trusty wrench
has been updated with the H0FF-3000 — a blowtorch-
like device. Remember, the engineer can repair damaged
objects while riding in or driving a vehicle. Use this
capability to provide repairs during offensive advances.
fin Ranchi LHC 150 600
ID AAUB-31
Tahao T20 Pistol 15 GO
fin P33 Pereira Pistol 10 GO
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copying or downloading expressly prohibited.
PriiMii Weapon: Bianchi LNG
The Bianchi FA-6
Light Machine Gun is
remarkably effective
as a provider of
suppressive fire
given its all-condition
resilience and lengthy
firing duration. Unlike
its 21st century
precursors, with its
heat-resistant metal alloy components and computer-driven
thermal transfer system, the Bianchi FA-6 requires neither
mid-battle barrel changes nor maintenance, allowing for
rapid, uninterrupted fire. With a retractable bipod, the
Bianchi FA-6 is most accurate when fired from the prone
position.
ffil [within 30 meters]
14 [beyond 70 meters]
900 rpm
Medium
150
Full Hutu
PAC SUPPORT
PflC Support Hit
Magazine
Heu Weanon/ltem Capacity
m BH Combat Unite —
Strong Against: Infantry
Meah Against: Armored Vehicles
From delivering ammo to detecting stealthy infantry,
this kit creates the true multi-talented force on the
frontline. Shielding offers the support soldier a measure of
protection, as his wide-ranging capabilities take him across
he front line to eliminate infantry with machineguns or
a well-placed sentry gun, and disrupt vehicles with EMP
grenades.
SEU SUPPORT
EU Support Hit
Magazine Ammo
Heu Weapon/ltem Canacitu Count
m BHCombalHnife — ^
This hand-thrown EMP weapon isn’t as strong
as the EMP mine, but can still immobilize
vehicles for approximately 1 □ seconds. Multiple EMP grandes
used against a target can keep it slow or stationary. Tanks
and battle walkers retain their weapons and turret functions
when hit by a single EMP grenade, however. To fully disable
these threats, layer on the EMP damage by tossing multiple
grenades, giving engineers or nearby vehicles time to pound
them with rockets and other armor-piercing rounds. EMP
grenades also scramble the HUDs of infantry, useful during
The A1 2 Enforcer is one of the support kit’s most popular
unlocks — and the hype is well deserved. This deployable
weapon system has a firing arc of approximately 90°
making it useful for covering narrow areas like alleys and
corridors. Like the APM, place it facing toward the enemy
or area you wish to cover. Avoid placing it on hills or in
gullies. The weapon has difficulty acquiring and hitting
targets above or below the surface it’s deployed on.
Although it can detect and fire at enemies at long range,
it’s most accurate [and deadly) within 50 meters. Try to
place it in blind spots to catch enemies by surprise.
The support soldier can deploy only one sentry gun at a
time, but he can receive another one from an ammo hub or
supply drop. Plus, all of the A1 2’s kills are credited to the
support soldier who placed it, reinforcing the need for a high-
traffic location. Despite what the manufacturer says, the
weapon’s ability to distinguish between friend and foe is still
a work in progress. If you value your kneecaps, stay out of a
sentry gun’s line of fire once it opens up.
SUPPORT UNLOCKS: BRANCH A
Unloch 1: VS EMP Grenade
Unlike a standard grenade, which generates
physically damaging fragmentation, the V5
EMP Grenade releases an electromagnetic
wave that creates a short-circuit effect,
temporarily slowing or disabling nearby
vehicles and electronic devices.
Although this device is highly specialized, it’s also very
useful given the popularity of active camo. Like all NetBat™
upgrades, this one doesn’t have to be activated. It’s
automatically integrated into the system once it’s equipped
in the customization screen. Enemy players activating
or deactivating active camo systems within the device’s
compact radius show up as red diamonds on the HUD. This
information is also relayed to team members, alerting them
of invisible enemies. Because of the device’s limited range,
this unlock is best used when defending small areas, like
control points, silos, or the Titan.
Unloch 3: 1112 Enforcer Senfrij Gun
Deployed in key defensive
positions, the automated A12
Enforcer Sentry Gun system
utilizes a combination of infrared
and optical tracking to identify,
trace and engage enemy
combatants in medium range.
Able to distinguish between
soft and hard targets, the A1 2 Enforcer can alternate
firing procedure to avoid hitting friendly targets in the line
of fire.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
INFANTRY
Unlock 2: NefBaf™ Active Como ID
IMetBat™ Active Camo ID was introduced as a
countermeasure to the IT-33 active camouflage system.
It is designed to detect, track, and report on the energy
signature of the active camo system. If a soldier activates
or deactivates an IT-33 system within the detection radius
of the IMetBat™ Active Camo ID, the system will instantly
report the activity to the user and other members of the
Networked Battlefield.
Primoni Weapon: ShuHo LMG
Like its EU counterpart,
the Bianchi FA-6,
the PAC Shuko K-80
Light Machine Gun
provides invaluable
support to assault
operations through
unrelenting suppressive
fire. Shooting smaller,
nitrocellulose-molded,
caseless ammunition, the Shuko K-80 boasts higher clip
capacity, resulting in less frequent reloading, albeit at the
expensive of per-round stopping power. Like the Bianchi FA-
6, the Shuko K-80 is more precise when stabilized on its
protracted bipod.
SO [within 30 meters]
14 [beyond 70 meters]
900 rpm
Medium
200
Full Huto
SPECIALIZED EQUIPMENT: AHUB-31
The AHUB-31 Ammo Hub
completely refills both soldier and
vehicle ammunition stores.
Unlock 4: Ganz HMG
Even more dependable
than the Bianchi LMG
and more relentless
than the Shuko LMG,
the Ganz HMG (Heavy
Machinegun) is the
crowning achievement
in light machine gun
design. Engineered
from superlight polymer
matter, upgraded with an ultramodern onboard stabilization
and heat-reduction system, and fitted with an electronic
double-magazine feeder, the Ganz HMG is unmatched in
power, quality, and consistency of fire.
22 [within 15 meters]
IB [hepnd 60 meters]
600 rpm
Medium
ISO
Full Hutu
If it’s stopping power you seek, the Ganz HMG delivers. It
is capable of mowing down a small squad in a matter of
seconds. This weapon fires a higher-caliber round than the
standard-issue light machine guns, causing significantly
more damage per hit. The Ganz exhibits fierce recoil,
though, and is prone to overheating during sustained fire.
To combat the effects of recoil, always fire from a prone
position. Keep the weapon on target and at operational
temperature levels by firing in short, controlled bursts.
Since it’s most effective in a stationary position, use the
primarily for defense. Find a good cover position and
it for enemies to step into your line of sight.
The Ganz HMG is just a killer in my eager hands. The
accuracy grows exponentially when lying down, so try to
always hit the dirt before firing. Also aim low and squeeze
the trigger in small bursts. Sustained fire will not only cause
it to kick and become horribly inaccurate but will cause it to
overheat, which will temporarily shut the weapon down. The
Ganz, despite its ferocious power, doesn’t have the Rate of
Fire to make it a stone-cold killer in close quarters, so aim
for the head when toeing up against assault rifles at close
range. At 50 meters, though, this thing kills like nothing
else in the game. And its large-caliber rounds seem capable
of hitting people behind soft cover.
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copying or downloading expressly prohibited.
SUPPORT UNLOCKS: BRANCH B
Unlock 1: IPS Shield
Able to withstand short durations
of direct, small- and medium-caliber
fire, the IPS (Infantry Protection
Shield) is a personnel-scaled,
ion-charged shield employed by
infantry for temporary individual
protection. The system is not
designed to withstand vehicle-
mounted munitions.
The support soldier carries one portable shield, useful
during both offensive and defensive operations. The support
soldeir can deploy another shield (replacing the first) once
rearmed. Drop the shield in front of a firing position, and
drop prone behind it. The shield blocks all incoming small-
arms fire, so stay behind it when taking heavy fire. The
shield can be destroyed with heavy fire or a well-placed
sniper round in the device’s gray control box, however.
To avoid being flanked, deploy the shield at intermediate
ranges, preferably in an alley or hallway — ideal for Titan
defense.
Unlock 2: Advanced Ummo Hub
Using the Advanced Ammo Hub, an
infantryman can greatly increase
the rate that ammunition can be
delivered to his peers.
Just as the advanced med hub
replaces the standard medical hub,
this unlock replaces the standard ammo
hub, increasing the rate at which ammo is dispensed. It’s
not a vital piece of equipment, but you must unlock it to get
the DysTek pulse meter or the Clark 15B shotgun.
Unlock 3: DysTek Pulse Meter
The DysTek Pulse Meter is a short- to
medium-range detection device that allows
soldiers to scan for enemies behind cover
using sonic differentiation and acoustic
analysis to identify and track human heart
rhythms in the immediate vicinity.
— Jason “Space Ape” Wigle
The light and heavy machineguns are unique, since their accuracy increases as they are
i fired. Houiever. they alsu overheat.
In the right hands, the Clark 15B is one of the most
devastating weapons available. But it takes a player with
great aim and a cool head to get the most out of this
bad boy. As with most shotguns, it’s most effective at
close range. But its spread is relatively tight, making it
capable of injuring and even killing enemies at distances of
30 meters and beyond. The weapon uses a seven-round
magazine, allowing for quick reloads. But it has a slow Rate
of Fire, resulting in a noticeable delay between shots.
For Titan assault, few other weapons in the game
compare to the Clark 1 5B shotgun and nothing is its
equal. One shot, one kill (at close range). Just don’t
miss or you’ll be wishing you had an assault rifle. Its
Rate of Fire isn’t horrible, just slow enough to make
you wish you had a different weapon if you’re feeling
jumpy. It’s important to take your time, place your
crosshairs center-mass-high, and BOOM BABY!
— Jason “Space Ape” Wigle
This hand-held device detects the presence of enemies
behind solid objects. Simply point the device toward the
area you wish to scan and click the left mouse button
to activate it. All enemies within range show up as red
diamond icons on the HUD. But these positions are merely
a snapshot. The device does not update movement, so
either act quickly on the intel or follow up with repeated
scans. The device takes approximately 10 seconds to
recharge after each scan. Use it to locate enemies hiding in
urban areas or within the Titan.
Unloch 4: Clark 15B Shotgun
Built with kylonite, an
advanced thermoplastic
shell material, and
a polymer drum
magazine, the gas-
operated Clark 1 5B
Combat Shotgun fires
the latest fin-stabilized
flechette Frag-1 5
rounds, which produce
a circular damage pattern, most effective against close-
range, light armored infantry.
SylSxIS [luiThin IS meTers]
4x12 [beyond 35 meters]
N/fl
Luui/Medium
7
Semi Auto
SUPPORT TACTICS
Of all the kits, the support kit has changed the least since
Battlefield 2. Support soldiers still lug around a light
machine gun and ammo and, as in the previous century, are
masters of suppressive fire, a vital element in any infantry
assault. Lay down high volumes of fire on enemy positions
to keep their heads down while your squadmates flank. The
machine guns and the A12 sentry gun unlock are great on
defense, too, especially onboard the Titan. Use a sentry
gun to guard one corridor while you cover another with a
light machine gun or the Clark 15B shotgun.
As usual, ammo is in short supply, so it’s up to the
support soldier to keep his squad shooting by dropping
ammo hubs. Engineers are particularly reliant on the
support soldier, as they run out of rockets and mines very
quickly. Drop an ammo hub near your squad’s engineer, or
stay nearby and respond as ammo is requested.
For veterans, the EMP grenade unlock is a welcome
addition, finally giving the support kit some anti-vehicle
capability. While these grenades are good at disabling
vehicles, the support soldier must rely on engineers or
recon troops to finish the vehicles off with rockets or RDX.
Still, disabling vehicles is better than constantly running
away from them. The occupants might even panic and
vacate the vehicle — be ready to cut them down and claim
the vehicle for yourself.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
INFANTRY
_
Use these unlocks to gain a slight edge on the battlefield.
Once unlocked, player abilities are available to all kit
types. But like the kit upgrades, they must be unlocked
sequentially, beginning with the FRG-1 and ending with the
extra grenade upgrade.
UNLOCK 1: FRG-1 GRENADE
Hand-thrown, the FRG-1 is a modernized
Fragmentation Grenade which yields a
small but highly lethal explosive radius.
By substituting the traditional TIMT filter
with the RDX chemical compound, PNC
(polyethyl nitrate cyclobutane) the grenade
offers a lighter grenade with enhanced
effectiveness.
This unlock makes most sense to players who gravitate
toward the engineer kit. The addition of an extra SMG
magazine is much more substantial than a few extra
rounds in the pistol.
If you do a lot of sprinting, this is a worthwhile unlock. It
also helps offset the fatigue caused by wearing body armor,
allowing armored players to sprint farther than normal.
UNLOCK 3: STAfcflNAR 9
RECOVERY SYSTEM
The Staminar 9 Recovery System is also a swallowed
capsule, immediately accelerating muscle recovery so
one can regain sprint speed in less time. Automatically
administered prior to combat, the capsule is long-lasting
with no side effects.
With this unlock, the sprint meter regenerates much
ster, so the soldier requires less rest time between
prints. When combined with the prerequisite Sprintcor
20 enhanced endurance and light body armor, this
unlock allows players to sprint great distances with less
downtime.
UNLOCK 4: MAXCL1P
The Sidearm Ammo Upgrade equips the pistol with a
larger-capacity clip, adding 2 rounds to the EU’s sidearm,
the P33 Pereira, and 3 rounds to the PAC’s primary
sidearm, the Takao T20. The Engineer will receive an
additional clip for his SMG.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
UNLOCK 5: EXTRA GRENADE
This upgrade allows you to carry one additional Frag, EMP,
and Smoke grenade.
This is a welcome unlock for those who rely on grenades.
This is especially helpful to those using the FRG-1 and the
SG-34, increasing the grenade count to three, from two.
This is a standard frag grenade, equipped with a timed
detonator. It may not sound too impressive, but you will
sorely miss this weapon when knee-deep in a firefight.
It is one of the must-have unlocks. When thrown, the
grenade bounces and rolls around before detonating. At
close quarters, bank the grenade off walls to hit enemies
hiding around a corner. The FRG-1 is essential during Titan
assaults. Use it to help clear corridors or the reactor
room. Only two grenades are provided at a time, so stay
near a support soldier or ammo hub to keep stocked.
UNLOCK 2: SPRINTCOR 20
ENHANCED ENDURANCE
The Sprintcor 20 Enhanced Endurance is an orally
ingested, immediately activated energy boost, increasing a
person’s sprint capacity. Automatically administered prior
to combat, the effects of Sprintcor will last throughout a
battle’s duration.
These three unlocks further enhance the squad leader’s
ability to assist the squad. But before they can be
deployed, each unlock requires a minimum number of squad
members: three for the SLSB, four for the RD-4 Otus, and
five for the SD-8. Only one of these unlocks can be equipped
at a time, so choose carefully, making sure the device best
meets the squad’s needs.
UNLOCK 1: SLSB
The SLSB (Squad Leader Spawn Beacon)
allows players to quickly deploy at the
beacon’s current location via drop-
pod. The training for proper use of
the device is only available to squad
leaders.
This device is an excellent back-up
if the squad leader is killed. There
must be a minimum of two players in the
squad (including the squad leader) before the squad leader
can deploy a beacon. The squad leader should drop this
when the squad needs to hold ground or apply offensive
pressure to a particular area. This is most helpful when
placed on the enemy Titan during assaults. If it’s deployed
on the ground, drop it away from high-traffic areas, as the
incoming assault pods are likely to draw some attention.
The SLSB emits a constant beeping sound. Use this
sound to locate enemy spawn beacons and destroy them.
Only one spawn beacon can be deployed on the map at a
time. If you want to place a new beacon, the previously
dropped beacon must be picked up ((g)) or destroyed.
UNLOCK 2: RD-4 OTUS
The airborne RD-4 Otus is a short-
range reconnaissance drone
used to identify the location
and movement of enemy forces
behind cover using sonic
differentiation and acoustic
analysis to identify and track
human heart rhythms. Enemy
targets are transmitted to the squad’s
NetBat™ System. The training for proper use of the device
is only available for squad leaders.
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copying or downloading expressly prohibited.
Think of the Otus as an extra set of eyes. The
reconnaissance drone can be deployed only if there are a
minimum of three squad members. Once activated, it scans
360 degrees around the squad leader, identifying any
nearby enemies and automatically relaying the information
to squad members. Contacts show up as red diamond
icons on the HUD of each squad member.
The drone floats above the squad leader’s head at all
times, serving as a bull’s-eye of sorts, identifying the
squad’s spawn point. It has a very limited range and is best
reserved for close-combat situations.
UNLOCK 3: SD-8 ACC1P1TER
The SD-8 Accipiter is a flying sentry
drone with assault capabilities,
armed with an optical tracker and
multi-barrel rotating cannons.
Targets are acquired by the
squad’s NetBat™ System, £
allowing all members of the
squad to utilize the drone. The
training for proper use of the device is only
available for squad leaders.
The SD-8 must be given targets by squad members using
the NetBat system. This drone requires a minimum of four
squad members before it can be deployed. Like the Otus,
it floats above the squad leader’s head and scouts for
targets. Once it spots enemy infantry, it opens fire.
The Accipiter’s range and accuracy are similar to that of
the A1 2 Enforcer sentry gun from the support kit, so don’t
expect it to kill enemies at 1 00 meters. At ranges beyond 30
meters, it’s little more than a suppressive weapon, firing a
constant barrage of lead at enemy troops. Use its firepower
to locate and pin enemies, while squad members flank.
BJ~2t COMBAT KNIFE
The BJ-2 is carried by
all EU and PAC troops
and can kill with one
slash. Use this primarily as
a stealthy weapon, deploying it only when you have the
jump on your opponent, earning your foe’s dog tags in the
process. It’s also a last-resort back-up when your weapons
are out of ammo. But never charge a firearm-equipped
opponent head-on with a knife — you’ll probably be mowed
down before you’re even within striking range.
PISTOLS
P33 Pereira Pistol [El]
The P33 is a very
competent back-up
weapon when your
primary weapon is out
of ammo or lacks close-
quarter capability. It
has only a 10-round
magazine, so make
each shot count.
toffijiSl [within 8 meters]
8 [beyond 30 meters]
N/R
Low
8
tjpmi Mn
■’ 2
If equipped with a drone on the Titan, don't
deploy it till you're inside. Ithas a hard time
maneuvering through the cramped entry points,
and often destroys itself hy smashing into walls
and low ceilings.
Tahao T20 PisFol [PHC]
magazine capacity than
the EU’s P33, giving it
a slight advantage in
pistol duels. But PAC
troops carry the same
60 rounds of pistol
ammo as the EU, so
don’t fire too wildly.
[within 12 meters]
8 [beyond 30 meters]
N/R
Low
12
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copying or downloading expressly prohibited.
AA TURRET
RAILGUN
Railguns are found near most control points, bases, and
silos, and are useful for knocking out ground vehicles. Each
shot from a railgun causes approximately
the same amount of damage as an
engineer’s rocket launcher. But the
railgun delivers its energy blast with •
pinpoint precision and lightning-quick ,
speed, making it great for targeting /■ / K :
vulnerable areas of tanks and
.battle walkers.
Access the weapon’s zoom jLaM
function by right-clicking. It
takes about three seconds
for the railgun to recharge
after each shot, so stay seated or A
prepare to bail if you’re detected.
The new and improved AA turret fires both flak and EMP
missiles, ideal for shooting down any air threat. Hold down
the left mouse button to fire the flak cannons, aiming
directly at an enemy aircraft. Flak chews up gunships and
air transports quickly;
it doesn’t take many
hits to knock them
of the sky. Fire
i EMP missiles by
clicking the right mouse
itt button. These missiles have minimal tracking ability,
ft, so try to fire them directly at an aircraft as it flies
away or toward you.
If you score a hit, the aircraft’s flight controls will be
disabled, causing it to crash. But to ensure a kill, stick with
the flak cannons. The flak cannons can also be turned on
infantry and FAVs. Flak can’t penetrate the armor of APCs,
tanks, or battle walkers, but the EMP missiles can disable
them, buying you enough time to get away.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Like the infantry troop kits, vehicles are another set
of tools with their own strengths and weaknesses. No
one vehicle dominates the battlefield, so it takes a firm
understanding of which vehicles match up best against
varied opponents. Use this chapter to study the different
ground and air vehicles, as well as the weapons systems
deployed by each.
DRIVER TRAINING
Consider switching to an external view luhen driving.
Toggle external views with (cj or press ( fio) for
a rear chase view.
Driving a vehicle is
as intuitive as moving
your soldier. To get
inside any vehicle,
simply stand near
it and press E. By
default, you enter
the vehicle’s driver
position, assuming it’s
unoccupied. Switch
to other positions by
using fun ction keys, like
1 F2 ] and [F3 ] . Press
(ED to return to the
driver’s position. All surface vehicles use the same default
movement keys as the soldier: © to move forward, E to
reverse, ® to steer left, and El to steer right.
If the vehicle is equipped with a turret, pan the mouse to
rotate it and click the mouse buttons to fire its weapons.
Moving the mouse while driving a vehicle without a turret
causes the player’s head to turn left and right. To make
driving easier, consider switching to one of the third-person
external views by p ress ing E. If you prefer the first-person
perspective, press (EE. You can hop out of a vehicle by
pressing E at any time.
Vehicles respond to their environment, just as they
would in the real world. For instance, you can usually
move faster on roads than you can through marshlands or
snow. Depending on the vehicle’s durability, it can also be
damaged by running into objects — the higher the speed of
impact, the more damage dealt to the vehicle. And unless
you’re in a walker or the PAC APC, which has a higher
tollerance for water than other vehicles, no land vehicle is
salvageable if driven into deep water. So take care of your
vehicle and keep it at full strength. Otherwise you’re just
making destroying it easier for your opponents.
ACTIVE DEFENSE
All APCs, tanks, battle
walkers, and aircraft
are equipped with
the active defense
countermeasure.
This deployable green
energy shield surrounds
the vehicle, blocking
incoming missiles and
shells. Press ® to
activate it. The shield
lasts for only about five seconds, and it takes 1 2-1 5
seconds for it to regenerate. Because of these limits,
deploy this shield only when your vehicle is under attack or
when missile lock-on warnings sound. Likewise, hold your
fire when an enemy has deployed its active defense.
If deployed at the right time, active defense can give you
an edge in any encounter. These countermeasures are
particularly helpful during tank-on-tank and tank-on-battle-
walker duels. Battle walkers can use active defense for
protection while rushing a tank to use their powerful (but
highly inaccurate) rockets at close range.
Wm~tS BANDIT
Quick and agile, the three-
occupant, MK-1 5 Bandit is a
high-performance, four-wheel-
drive FAV used primarily as a
multi-terrain, front line, battle
transport. Armored only with
lightweight ceramic elements
and Triplex plates, the latest
aramid fire-resistant synthetic fiber, the Bandit sacrifices
protection for speed, boasting
1 El)
Fas!
Hone
H/H
30 seconds
a pulsed plasma thruster
(PPT), providing short
bursts of unrivaled
acceleration. The
Bandit is armed
with a single,
If lefl unoccupied, all vehicles moved from Their inilial spauin poInT eventually self-
deslrucl. Lihe all destroyed vehicles. Ihe vehicle spauins again alils inilial spauin poinl
afler a pre-sel number of seconds elapse.
medium-caliber,
anti-infantry
repeater.
w
v
r.CJ
3 *'
\ :■
ARMORED PERSONNEL
CARRIERS (ARCS)
MH-15 flrmamenr
Crem Position Primaru Fire
(F 2 ~) Gunner Lioht Machine Gun x S
(F3~) Passenger
Troop Hit
ID Passenoer Troon Hit
FAV TACTICS
The FAVs are the fastest ground vehicles, making them
ideal for rushing neutral control points or silos at the start
of a battle. The FAV’s speed also gives it its best chance
at surviving close encounters with the enemy vehicles and
infantry. The MK-15 and UAZ-8 are both equipped with a
spee d-boo st option. To activate this, hold down the sprint
key ((Shift)) while accelerating with ©.
This increases the speed of the vehicle tremendously, so
use it only on straight roads or flat terrain. Attempting to
turn while the speed boost is activated can lead to rollovers
and spectacular crashes, so be careful. Like a soldier’s
sprint option, the speed-boost option can be used for only
a few seconds, indicated by the sprint meter in the bottom
left corner of the screen. If the sprint meter is depleted, the
speed-boost function must recharge before it is used again.
UAZ-8 OCELOT
Crem Position
UflZ-8 Rrmamenr
Primary Fire
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Outside of speed, the FAVs have few defensive features.
The lightweight materials used to construct their chassis
are vulnerable to even the lightest small-arms fire. Plus,
the open driver and passenger compartments leave all
occupants exposed.
But the FAVs have some defensive teeth in the form of
machine guns mounted in a turret on the top of the vehicle.
These rapid-firing weapons are useful only against infantry
and other FAVs, as their rounds cannot penetrate armored
vehicles. They can’t even pierce the relatively light armor of
gunships and air transports, leaving the FAV at the bottom
of the food chain in combat. So stay away from high-traffic
areas by heading off-road, using the vehicle’s speed and
maneuverability to stage base raids or attack enemy-held
positions from unexpected directions.
FAV WEAKNESSES
When attacking an FAV, target its occupants first. Because
of the openness of the crew positions, it is entirely possible
to kill all of the vehicle’s occupants without scratching the
FAV’s paint. If you can’t get a good angle on the driver or
passengers, open fire on the vehicle’s wheels.
AVM-2 I3ROIINDHOC5
is armed with
an EMP
launcher
to disable
enemy
vehicles
long enough
to escape.
The AVM-2s are
outfitted with ejecting
assault pods, which soldiers
can use to mobilize against
airborne targets.
PI1C
FflSf
None
N/H
30 seconds
In 2032, the PAC developed
the UAZ-8 Ocelot FAV based
on a stolen Bandit prototype,
creating an equally dexterous,
high-speed, off-road-capable
transport medium. Substituting
a boron carbide-filled resin
aggregate armor system for the
Bandit’s ceramic-based matrix, the UAZ-8 Ocelot trades
a negligible decrease in protection in
exchange for an increase of
five miles-an-hour maximum
speed. Similar to its FAV
contemporary, the
UAZ-8 Ocelot also
provides short-
duration
speed boosts
through a
hypochlorite-
based, fuel-
oxidization
injector.
The AVM-2 Groundhog is a
specialty personnel carrier,
used to deliver infantry into
escalated conflict areas. This
near impenetrable transport
is fortified by a multifaceted
35 seconds armor arrangement, including
P an amalgamated polymer
lattice under five layers of alternating steel and ceramic
plates, coated with extreme
temperature resilient
Kevlar. The driver
EU
Medium
Medium
HcNve Defense
i WliBni 35 seconds -
If falling heavy file while driving an HP,
and escape in an assault pod.
smllch lo one of the rear machine gun positions
Assault Pod
®B| EU/PHC ^
I EU/PflC
Fas!
Light
N/fl
. N/fl
" /n
The APCs are equipped with
assault pod launchers in
the four rear machine gun
positions. When occupying one
of these positions, left-click
to fire the machine gun and
right-click to launch yourself
(D
Pnssennerl
Linht Machine Gun
Assault Pod Launcher*
0
Passenner B
Lioht Machine Gun
Assault Pod Launcher*
©
Passenner 3
Linht Machine Gun
Assault Pod Launcher*
©
Passenner 4
Lioht Machine Gun
Assault Pod Launcher*
* = Titan mode only
BTR-4 ROMANOV
Almost identical to the AVM-2
kLf pop Vi Groundhog, the BTR-4 Romanov
provides a highly secure means
for infantry to penetrate hotly-
contested battle zones. Utilizing
a ready-launch assault pod
system, the Romanov is very
effective as a Titan assault
vehicle, propelling infantry directly into close-range strike
positions. The driver’s side is fitted with a gas-actuated,
medium caliber automatic, as well as a vehicle-disabling
EMP grenade launcher. The gunner mans a medium-range,
auto mortar.
f PIIC
Medium
Medium
Active Defense
™ BIB 35 seconds
APC TACTICS
The new APCs benefit from thicker armor, but lack the
offensive punch offered by their predecessors in Battlefield
2. The driver has access to a turret equipped with a
machine gun and an EMP grenade launcher. The machine
gun is rather standard, but the grenade launcher is capable
of causing light EMP damage to vehicles, causing them to
slow down but retain weapon functions. Like any grenade
launcher, the EMP grenades are lobbed in an arc-like
trajectory, so elevate the aim to compensate for distance.
But the launcher fires slowly, and the reload process after
each shot is lengthy, preventing it from completely disabling
enemy vehicles with successive EMP hits.
Unlike the EMP grenade launch er, th e APC’s mortar,
accessible from the gunner seat [ 1 F2 1 ), fires three high-
explosive shells at a time. The mortar is most effective
against infantry and FAVs, but can also do light damage to
armored vehicles. It has amazing range, being capable of
accurately shelling an area more than 300 meters away. At
such ranges you can’t always see where the shells land, so
ask a squad member to act as a forward observer.
Each of the APC’s four rear crew positions is equipped
with a machine gun, ideal for defending the vehicle’s flanks
from infantry sneak attacks. Because of its relatively
lightweight weapons, the APC can’t survive toe-to-toe
duels with enemy tanks and battle walkers. During such
encounters, it’s best to hit the enemy vehicle with EMP
grenades and mortar rounds while attempting to escape.
APC WEAKNESSES
The APC’s armor is resistant to all small-arms fire, so don’t
bother shooting it with an assault rifle or a machine gun.
Instead, hit it with armor-piercing munitions or slap some
RDX to its side. An APC’s armor is weakest at the small,
vent-like areas on the top and rear. These spots are weak
only against the infantry handheld anti-vehicle weapons.
BTR-4 flrmamenr
Kei|
Crem Position
Primaru Fire
Secondaru Fire
(ED
Driver
Lioht Machine Gun
EMP Grenade Launcher F7B1
(ED
Gunner
Mortar Launcher
—
(ED
Passenoerl
Lioht Machine Gun
Assault Pod Launcher*
(ED
Passenner A
Lioht Machine Gun
Assault Pod Launcher*
(ED
Passenner 3
Lioht Machine Gun
Assault Pod Launcher*
(ED
Passenner 4
Lioht Machine Gun
Assault Pod Launcher*
* = If you are near a Titan, these launch you enough to reach it.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
AVM-2 Armament
Aeu Crem Position Primary Fire Secondary Fire
©
Driver
Lioht Machine Gun EMP Grenade Launcher F7B1
©
Gunner
Mortar Launcher
VEHICLES
skyward in an assault pod. The pod
faces toward the Titan automatically,
when you are within range of it. The pod
is capable of traveling a maximum of
approximately 325 meters when fired in
a flat trajectory — use the flag and Titan
icons on the HUD to judge approximate
distance to your destination. This is a
great way to get around the map and
to stage surprise airborne assaults on
enemy-held silos.
While airborne, use the mouse and
standard movement keys to guide the
pod. With some practice, you’ll be able
to land your pod just about anywhere. Try
landing on enemy troops or FAVs to score instant kills.
Landing on top of armored vehicles causes significant
damage too. All sorts of creative mayhem can be achieved
through assault pods, so keep your mind open to new
tactics and possibilities. For instance, land on a battle
walker, drop some RDX on its top hatch, then jump off and
detonate the explosive.
The APC’s assault pods are also one of the best ways to
board the enemy Titan. Before launching toward a Titan,
make sure its shields are down. You will die if you land on
its shields. Next, move the APC within 200 meters of the
Titan and launch. If you launch from farther out, you’ll have
a tough time gaining the altitude and distance necessary to
land on top of the Titan. Try to land on one of the Titan’s
two rear decks, where the entry points are located.
Assault pods ore also used mhen electing from air transports. Vou still need gour
parachute mhen bailing out of a gunship. The assault pods used uihen spauining on a
squad leader's spauin beacon device lach the control offered bq the other pods. This
is because the pod is Inched onto the SLSB's coordinates. But qou can still mahe minor
course corrections uihile descending.
r
hi
*
1 _ ] — W
fANKS
1
AS TIGER
EEjjji eu
Medium
“-0
The A8 Tiger is the latest
version of the A-series heavy
tank division, adding a Non-
Heavq
Active Defense
.I' tf r SO seconds
Explosive Reactive Armor
[NxRA] package to its standard
composite construction. An
additional Active Defense
System enables the Tiger to
withstand orbital strikes and missile attacks. Increased
engine torque and power-to-weight ratio enable the
track-based Tiger additional mobility and improved speed
across rugged terrain. The Tiger is equipped with a driver-
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
controlled main cannon and a rapid-fire, high caliber
repeater at the second position, providing robust firepower
against ground-based infantry and armored vehicle targets.
Kei
FH Driver
118 Armament
Crem Position Primaru Fire Secondary Fire
Main Gun [401
Main Gun Zoom
(Em
Heavu Machine Gun —
The HA Tiger is exfremelq wide, mahing if difficult To moneuver in norrooi village streets.
Hatch qour speed to avoid tahing damage from roadside obstacles. The armor on the
Tiger's turret, especially at the rear, is significantly oieaher than the armor on its chas-
sis. Hhen attaching the Tiger from the side or rear, aloiaqs aim for the rear portion of its
turret to maximize damage.
TYPE 32 NEKOMATA
Utilizing state-of-the-art, air-
assisted levitation technology,
the Type 32 Nekomata hover
tank is the very latest in
armored combat, boasting
unmatched mobility across
almost any topography. Similar
to the A8 Tiger, the Nekomata
incorporates NxRA technology into its composite armor
base and uses an Active Defense System to ward off high
impact, airborne weapon attacks. It also matches the A8
attack capabilities with a driver-controlled cannon and
second position repeater.
PAC
Medium
Heavy
Active Defense
50 seconds
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Heu_
Type 32 firmament
Crem Position Primary Fire Secondary Fire
(ED
Driver
m Gunner
Main Gun M
Heavy Machine Gan —
The Type 32 has no Turret. The mhole tanh must rotate mhen aiming at targets. This can
tahe a uihile to get used to hut it's lust like controlling a soldier— a clumsy, drunk
soldier. Still, the hover tank's ability to strafe is vital in combat. Strafe left and right to
avoid incoming shells or rockets. In tank battles, the Type 32 can outmaneuver the H8
Tiger by circle-strapng around it to score critical hits on its rear armor.
TANK TACTICS
Despite the introduction of battle walkers, tanks still
rule the battlefield. But this time around, teamwork is
necessary to take full advantage of the each tank’s arsenal.
As usual, the driver mans the main gun. The guns on the
A8 and Type 32 fire large armor-piercing shells. Instead
of a firing coaxial machine gun, right-clicking while in the
driver position brings up a zoomed view for the main gun.
Shells are still lobbed, so elevate the barrel to compensate
for distance when engaging targets at long range.
The second crew position in the tank controls the turret-
mounted machine gun. Unlike the turret gunner in earlier
tanks, this crew member sits inside the tank, protected
by its thick armor at all times. Because there is no longer
a coaxial machine gun at the driver position, it’s up to this
gunner to engage infantry.
The heavy machine gun rounds have armor-piercing
characteristics. While these bullets cause no harm to
battle walkers or APCs, they can penetrate the thin armor
of gunships and air transports, making the tank’s heavy
machine gun a surprisingly effective air defense weapon.
The tank’s biggest threats are other tanks and gunships.
During combat, always keep your front thick armor facing
toward the threat and be ready to deploy active defense.
When engaging enemy tanks, try to score hits on their
side or rear armor to maximize damage. Gunships are
easily scared off by pumping a steady stream of lead into
their fuselage with the machine gun. But because of the
driver’s lack of visibility, it’s up to the gunner to tell the
driver when to deploy active defense in the event of air
assault. It’s best if the driver and gunner are in the same
squad and using VoIP.
TANK WEAKNESSES
Although both tanks are surrounded by armor, the
thickness varies. The front armor on the chassis and turret
are the thickest, so avoid hitting these areas unless it’s
the only shot you’ve got. When attacking from the side,
aim for the turret, as its armor is thinner than the armor
protecting the chassis. But always try to attack tanks from
the rear. This is the weakest spot on each tank, and lethal
damage often results from a hit by a tank round.
L-s mmm
EU
Slum
Heavy
Active Defense
I 75 seconds
What the L-5 Riesig battle
walker loses in forward velocity,
it makes up for ten-fold in
offensive potency and scope.
The bipedal configuration of this
next generation assault unit
enables it to traverse almost
all terrains while its elevated
vantage point, providing long distance viewing and multi-
directional targeting, gives it a significant advantage over
low height, horizontally-based agents.
Manned by two occupants, the
battle walker is outfitted
with an array of
weaponry, including
two rapid-fire
cannons and a dual-
arena, infrared
homing missile
system. The
battle walker armor is
multi-layered, combining
steel and reinforced
plastic laminates with kinetic
energy and heat absorbing
materials. An automatic
Active Defense System
assists in resisting off &
air and ground fired
rocket attacks.
Heu Crem Position Primaru Fire
T-39 BOGATYR
PflC
Slum
Heavy
Active Defense
75 seconds
When the widespread
climatic changes severely
altered the Earth’s landscape,
the PAC military developed
an assault vehicle to handle
these new diverse conditions
by employing a more versatile
(ED Driver
Miniuun x 2
HP Auto-Fire Missile Launcher (801
(ED Gunner
Hint) Exclusive Machineuun Anil-Aircraft EMP Missiles
anthropoid structure. Later duplicated by the EU forces in the
form of the L-5 Riesig, the PAC T-1 battle walker changed the
face of warfare forever. The T-39 Bogatyr is the most recent
adaptation, shielded with full-coated, high-impact armor and
an embedded ADS and supplied with an assortment of attack
options, counting radar-guided, high-damage impulse rockets
and a pair of heavy-duty auto-cannons.
T-39 flrmamenT
Heo [fem Position Primary Fire Secondary Fife
ED Driver
(ED
oid-Fire Cannon x 3
RP Mo-Fire Missile Launcher (801
Hioh-Exolozive Machineoun Rnti-Rircraft EMP Missiles
BATTLE WALKER TACTICS
The new battle walkers are packed with weapons, making
them a serious threat to all infantry and vehicles. The
driver controls the battle walker much like a tank, complete
with turret control. But the battle walker also has the
ability to sprint and crouch, using the same keys as infantry
[with the exception of “crouch,” which is (z) for the Mech).
The battle walker can constantly sprint without depleting
a sprint meter, significantly increasing its normal walking
speed. In combat, it’s best to use the crouch function,
to help protect the walker’s vulnerable knee joints. While
crouched, however, the walker cannot move.
Both crew positions are equipped with a diverse package
of weapons. The driver fires the dual auto-cannons by left-
clicking and the rockets by right-clicking. Upon impact, each
auto-cannon round explodes, causing a small amount of splash
damage, which makes the weapon extremely effective against
infantry and lightly armored vehicles. But the auto-cannons are
prone to overheating, so fire them in short bursts.
The auto-cannons can’t penetrate heavy armor, so rely
on the driver’s rockets to damage APCs, tanks, and other
walkers. These rockets are only accurate within
proximately 30 meters, however, so make sure you’re
close range before firing. You can fire a total of four
rockets in quick succession, but after firing the fourth, you
have to wait for more rockets to load into the launcher. To
avoid these long reload times, fire the rockets slowly, about
one per second. This allows the overheat system to keep
pace, providing a steady supply of rockets at all times.
The walker’s gunner controls the top-mounted turret,
which is equipped with another auto-cannon and an EMP
missile launcher. The gunner’s auto-cannon has ballistic
properties similar to the driver’s, and is fired by left-clicking.
But the turret allows a much broader view of the battlefield,
so the gunner can target ground units as well as aircraft.
The EMP missile launcher functions much like the ones
mounted on the AA turrets, and is fired by right-clicking.
The launcher holds two missiles at a time, and reloads
automatically. As with the AA turrets, these missiles have
great tracking ability, but you must maintain lock-on with
your target by keeping it within the crosshairs while the
missile is in flight. Two successive hits from these missiles
temporarily immobilize any vehicle; the driver can flank and
finish off the paralyzed vehicle with rockets.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Because the battle walkers are such high-profile targets,
the gunner should focus on defending against infantry and
air attack. As in tanks, it’s best for the driver and gunner
to be in the same squad, using VoIP to communicate.
BATTLE WALKER WEAKNESSES
The walker’s legs are its most obvious and accessible
vulnerability. Always aim for a walker’s legs to inflict the
most damage, as the main chassis and turret are heavily
armored. High-damage kills can be achieved by hitting the
walker’s knee joints — the narrow gap between the upper
and lower leg. Engineers equipped with the Pilum H-AVR
unlock or infantry in a railgun have the best chance at
hitting these small targets.
To ensure a hit, wait till the walker is stationary or
disabled — EMP mines are the best way to immobilize a
walker. You’ll know you scored a direct hit if the targeted
knee buckles, causing the walker to tilt toward its damaged
side. When a walker’s knee is knocked out, its occupants
have a few seconds to escape before it topples and
explodes. Be ready to mow down the crew.
The walkers have another weak spot on the underside
of the main chassis, usually visible only to infantry walking
between the walker’s legs and looking up. Look for a
ventilation grate — the L-5 has two and the T-39 has one.
These grates and the ducts beyond aren’t armored at all,
giving infantry the ability to fire directly into the walker’s
interior — even pistol rounds inflict damage. To score an
instant kill, use a rocket launcher or the Pilum H-AVR. Just
get out of the way before the walker explodes or falls on
top of you.
Flying the gunships and air transports is a bit more difficult
than maneuvering the ground vehicles. Beginner pilots are
often more of a danger to themselves and their passengers
than they are to the enemy. In this section, we offer some
quick tips to help get you into the air without crashing,
whether your control preference is a keyboard or joystick.
FLYING WITH THE KEYBOARD
© = Throttle Up
0 = Roll Left
El = Throttle Down/VTOL
0 = Roll Right
® = Rudder Left
(Spacebar) = Fire Rockets
El = Rudder Right
(gunship only)
0 = Nose Down
® = Active Defense
0 = Nose Up
Controlling the gunship is similar to flying the F-3SB Joint Strihe Fighter from Battlefield
B. The gunship is much more stable and maneuverable uihen hovering, houiever. making
it more like the attach helicopters.
VEHICLES
To stop moving forward, tap 0 to reduce speed. Keep
reducing speed until the transport comes to a stop. This is
made easier by aligning the HUD’s center reticule with the
artificial horizon line. To maintain a stationary position in
the air, tap the pitch and roll keys. While in a hover you can
cause the transport to side-slip left and right by using 0
and 0. This is useful for peeking around buildin gs and hills.
The transport can even fly backward by using 0. Just
remember, each movement causes the transport to
lose some lift, resulting in a loss of altitude, so always
compensate by tappin
to lose altitude^
hover and tap
2^-Pre
djti
ress
jDr holding down ©. When you want
To land, bring the transport to a
I till it touches the ground. The transport
can’t take hard landings like the gunship, so bring it down
nice and easy to avoid taking damage. Always land on even
terrain too, or the transport may tip over and explode,
killing everyone inside.
JOYSTICK SETUP
Battlefield 2142 allows players to customize their control
configuration to suit their personal preferences for the
various types of units. For most, the standard keyboard
and mouse combination works great, but many players like
to use a joystick when piloting aircraft. The game does not
automatically configure controls for a joystick, though, so
you will have to do so manually from the Options menu.
Following are some quick tips on how best to get your
joystick up and running.
Before you start your game, be sure your joystick is
connected to your
computer and ready to
go. Once in the game,
select the Options
menu and then click
on the Controls button
to open a menu that
allows you to select
from the various types
of units to control.
Click the Aircraft tab.
Here you will designate
secondary controls for
various functions. To
assign a control, click on the empty box to the right of the
function and on the right side in the secondary column. Then
input the control you want to use (i.e., push a button on the
joystick) Under the Weapons category, click on the Fire slot
and then assign that to your trigger.
For the Movement category, you will need to assign
Accelerate and Decelerate to the throttle, if your joystick
is so equipped. Before doing this, center your throttle,
select Accelerate from the menu, and then move your
throttle forward. The game will detect the throttle and
automatically assign Decelerate to moving your throttle
back from center. The same goes for all of the axis
controls. You only need to assign one direction — not both.
For Steer Right, use the rudder control on your joystick
if so equipped. For Pitch Forward, push your joystick
fnnm i in i ■ Than fnn Drill D in l~fh m n\ in i in i in inwcfinl/ fn 1-1
Vou must set up pour iopsNck manually, using The Controls
button in the Options menu to assign secondary controls to
your joystick's movements and buttons.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Flying a gunship with the keyboard isn’t quite as daunting
or clumsy as it may sound. In fact, the default key setup
makes flying rather easy and intuitive. Place your left hand
over the basic movement keys of ©, 0, 0, and 0. These
keys are used to adjust the aircraft’s speed and heading.
Your right hand should hover over the arrow keys, which
are responsible for pitch and roll.
Start by giving the
gunship some throttle.
This lifts the gunship
vertically into the air.
Once you’re airborne,
hold down © to begin
level flight. [The engines
also provide upward lift
r turning
—) to
) Now try tu
I ® and 0 1
Control points and silos con be converted bij hovering
above them. But march out for incoming rochets.
with (w).) Now tr
by using 1
activate the rudders.
This is the easiest way
to change the gunship’s
heading and is vital when lining up for strafing runs.
To turn faster, roll left or right using 0 or 0 and pull
back on the stick using 0. Banking is the quickest way
to change directions and is useful when makinaevasive
maneuvers. To reduce speed, simply let go of ©. Once © is
released, the gunship loses speed quickly. Do this whenever
you want to hover or land. To maintain a hover, hold 0 to
maintain altitude. But if you want to land, level out using
the arrow keys and let the gunship descend, applying
minimal vertical thrust to soften the landing.
Flying the air transports with the keyboard is easier
than flying the gunship. But it takes plenty of practice to
master the skill, not to mention a light touch on the keys.
Keep your hands in the same positions used to fly the jets.
Pressing © increases vertical lift speed, eventually lifting
the transport into the air. The longer you hold down ©, the
higher you’ll go. Once you’re a few feet in the air, release ©
to hover and use the rudder controls [® and 0) to quickly
rotate the transport left and right to change its heading.
The arrow keys still control pitch and roll, allowing the
transport to move in any direction. Tap ® to slightly pitch
the transport’s nose forward, causing forward motion.
While moving, the transport will lose some altitude, so
compensate by tapping © — you can read the transport’s
altitude and air speed on the HUD.
UD-G Armament
Heu Crem Position Primary Fire Secondary Fire
CO Pilot RP Missile Launcher r601 —
right. Depending on the number of buttons on your joystick,
you many want to assign Countermeasures to your joystick
as well, for quick deployment of the active defense shield.
The final step is to set the sensitivity. This is under
Mouse Settings, but also affects your joystick. Because
the game is set up for mouse use by default, the sensitivity
is usually around 3. Leaving it at that setting means you
have to be incredibly light on the joystick or you will be
overcorrecting all over the map — until you crash. Reduce
the sensitivity to 1 , and flying around will be much easier.
If necessary, tweak the sensitivity more with the Pitch and
Yaw Factor sliders.
FLYING WITH THE JOYSTICK
Flying the gunship with the joystick is very easy. If you
have ever played any type of flight simulation game, you
will have no trouble. Apply negative throttle input to
activate the craft’s VTOL function, lifting it into the air.
Once airborne, push the throttle forward to enter level
flight. With the throttle set, use the joystick to climb,
dive, and roll while using the rudder to slew the gunship
left and right.
Air transports are a bit trickier to fly with the joystick.
The throttle controls how much lift the engines provide.
In the center position, the transport should maintain the
same altitude while hovering, or not moving horizontally.
As soon as you begin to move horizontally, some of your
lift is redirected to provide motion. To maintain altitude,
you will have to give it more throttle.
Horizontal motion is created by moving the joystick
in the direction of the desired motion, thus tilting the
transport in that direction. To stop this type of motion,
tilt the helicopter in the opposite direction to slow it down
and then return to level to hover. To land, gently pull
the throttle back from center to reduce lift. To prevent
ur transport from being damaged during a landing, you
hould make sure you have as little horizontal motion as
ossible.
The best way to learn to fly the transport is to practice.
Start up a solo LAN
game, so you can fly
around without having
to worry about people
shooting at you — or
worry about killing
your passengers by
crashing. This training
also works well for
gunships. A good
exercise is to conduct
repeated take-offs
and landings from one
landing pad or Titan
hangar.
Rir transports can't handle hard landings, so bring
them in nice and easy. Use landing pads or Titan
hangars for repairs.
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copying or downloading expressly prohibited.
GUN SHIPS
UD-G Talon
Quite simply, the UD-6 Talon
gunship was built to kill. Nimble
and deadly, this ultramodern,
two-person, VTOL aircraft
combines a multipurpose
arsenal with a uniquely flexible
flight profile, allowing the
Talon to strike both air and
ground targets with unparalleled force and accuracy. The
Talon’s munitions include a gunner-controlled pneumatically
charged, high velocity autoblaster and vectored thrust,
high-impulse thermobaric missile launcher and a pilot-
controlled rocket fire system. The dual-layered composite
buffer system, with a depleted uranium mesh insert,
is durable enough to
withstand heavy fire
without hindering
the gunship’s
maneuverability
through excessive
weight or
rigidity.
Ip 4 Doragon
r J Appropriately named Doragon,
“ PRC “ meaning "Dragon,” the Type
4 Air Mobile Multipurpose
Platform (AMP), like its EU
equivalent, provides unparalleled
usability and firepower in
any theater. With a range
of armaments, an active
protective system, and a high-tech, “anticipatory” flight
control system, the Doragon is a highly mobile, dynamically
potent, multi-situational assault medium. The Type 4
arsenal includes a semi-dumbfire missile cluster, employed
exclusively against close-range, heat-trackable targets.
PI1C
Very Fast
Light
. . HcMve Defense
i G5 seconds
EU
Very Fasf
Light
ra Active Defense
i 65 seconds
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copying or downloading expressly prohibited.
Type Armament
Keij
Crew Position
Primoru Fire Secondaru Fire
(FT)
Pilot
HP Missile Launcher FG01 —
m.
Gunner
Rapid-Fire Cannon RC Missile F81
Gunship Mealinesses
Both gunships are lightly armored, and take no damage
from small-arms fire. The top-mounted turrets on the tanks
and battle walkers have enough firepower to penetrate this
armor, but flak and EMP missiles fired by AA turrets are the
biggest threat. Flak can chew up a gunship in a matter of
seconds. The EMP missiles are just as deadly, causing the
gunship to lose flight controls temporarily, often resulting in
a crash.
Engineers can do heavy damage to gunships too, using one
of their armor-piercing weapons or the SAAW 86 anti-air
missile with lock-on capability. So when piloting a gunship,
remain in level flight and avoid pulling to a hover when near
enemy units — hovering gunships are dead gunships.
AIR TRANSPORTS
Gunship Todies
Like the attack helicopters from Battlefield 2, the new
gunships are masters of close air support, making them
the most effective and versatile killers on the battlefield.
The aircraft’s VTOL function gives it the maneuverability
of a chopper and the speed of a fixed-wing aircraft, useful
when deploying weapons or evading enemy fire. While
the gunship is potent against all ground targets, always
prioritize tanks and battle walkers, as they pose the biggest
threat to your teammates on the ground.
In addition to flying the gunship, the pilot controls the
armor-piercing missile launcher. These missiles have limited
tracking ability, locking onto the heat signature of manned
air vehicles. Lead the target to make the missiles meet
up with them; if you fire directly at the target, they will
probably not track. The missiles are most effective against
armored vehicles.
The gunship’s gunner controls the chin-mounted cannon
as well as the devastating remote-controlled missiles.
The cannon is controlled with the mouse and fired by left-
clicking. Each cannon round causes a small amount of
splash damage, making it effective against infantry, FAVs,
and other aircraft.
The rounds cannot penetrate or damage heavily armored
vehicles, however. This is where the RC missile comes
in. Gunners can toggle between the cannon and remote-
controlled missile view by right-clicking. Left-click to launch
a missile, and move the mouse to fly it into a target. This is
difficult at first, so practice.
To better spot targets during flight, check out the icon
on the missile’s HUD, offering a heading toward the target.
Missiles have a larger warhead than the pilots’ AP missiles
and can take out a tank or battle walker with 1-2 hits,
depending on where the missile strikes. These missiles are
also effective against commander stations and the turrets
on Titans.
UD-12 Shepherd
EU
Very Fast
Light
Active Defense
i 45 seconds
The UD-1 2 Shepherd was
developed with a single purpose,
to convey military personnel into
the combat arena, dropping
soldiers via spherical, quick-drop
escape pods. Slow moving, but
direction flexible, the Shepherd
draws on a marriage of multi-
source jet propulsion and hover technology to travel long
distances at a mid-level altitude. The UD-1 2 is shelled
in composite, electrically
charged armor lined with
IMomex fiber and relies on
two medium-caliber, bipod
mounted automatics
to repel
assailants.
Keij
Creni Position
UD-12 Armament
Primary Fire
Secondaru Fire
(ED
Pilot
—
—
(ED
Gunner fleftl
Minioun
Zoom
(ED
Gunner triohtl
Minioun
Zoom
(ED
Passenger 1
Troon Ait
—
(ED
Passenger A
Troon Ait
—
(ED
Passenger 3
Troon Ait
—
(ED
Passenger 4
Troon Ait
—
BTR-20 Vastreb
PRC
Very Fasf
Light
Active Defense
45 seconds
Similar to its EU counterpart,
the UD-12 Shepherd, the
BTR-20 Yastreb armored air
transport is a slow-moving,
easily visible target best
limited to personnel pick-up
and delivery. In contrast to
the Shepherd, the PAC Type
20 substitutes Self-Limiting Explosive Reactive Armor
[SLERA] for the UD-12’s electrically charged scheme and
complements the arrangement with an alternative Triplex
synthetic material. Like the EU air transport aerodyne,
the Yastreb is also vulnerable to attack with only two
personnel-scaled assault weapons at the
passengers’ disposal.
Heu
m
Crem Position
Gunner flefri
Gunner friohM
Passenoerl
Passenger E
Passenger 3
Passenoer4
BTR-20 Armament
Primary Fire
Rapid-Fire Cannon
oid-Fire Cannon
Troop Hit
Troop Hit
Troop Hit
Troop Hit
Secondary Fire
flir Transport Mies
Both air transports are capable of carrying a full squad
[six players) to any point on the map. Use them to drop
teammates on control points, silos, or distant areas of
the battlefield to conduct close-quarter airborne raids.
When you bail out of the air transport [press [D], you’re
automatically dropped in an assault pod. Use the pod to
guide your descent, landing directly next to a flag/silo or on
top of any defenders.
In Titan mode, the air transports serve as mobile spawn
points too, available to all teammates. This way teammates
can spawn in the air transport while it’s in flight, or even
once it has landed. If you lack a spawn beacon, park one of
these on the enemy Titan to keep spawning teammates.
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copying or downloading expressly prohibited.
These aircraft fly and function much like the transport
helicopters in Battlefield 2, complete with passenger-
operated weapons on the port and starboard sides. The
side-mounted cannons have increased firing radiuses over
their helicopter cousins, capable of covering the fore and
aft areas of the transport as well as of firing straight down.
Use these weapons to mow down infantry and puncture the
light armor of FAVs and other aircraft — they do no damage
against heavily armored vehicles.
flir Transport Weaknesses
The air transports have the same vulnerabilities as
the gunships, and are threatened by flak, rockets, and
missiles of any variety. Although their armor is resistant
to small-arms fire, the passenger positions in the rear are
completely open. If passengers are on board, infantry on
the ground can score kills by firing into an air transport’s
open cargo hold. But drawing the attention of the aircraft’s
machine guns isn’t always the wisest move unless you have
substantial cover.
H Titan |
SB EU
Very Slow
Heavy [Shielded]
N/A
N/H
TITANS
Appropriating the PAC’s
innovative technology, the EU
created an analogous MK-
1 Titan airship, complete
with defensive armaments,
protective casing and equipment
expulsion procedure. The MK-
1 incorporates a handful of
western developments,
including electric
reactive armor base-
plating for additional
protection against
ground-based assaults
and combustion-assisted
impulse cannons.
Key
Crem Position
MR-1 firmament
Primary Fire
Secondary Fire
(Em
Gunner 1
Imnulse Cannon
Zoom
dm
Gunner 2
Imuulse Cannon
Zoom
(Em
Gunners
Imnulse Cannon
Zoom
(Em
Gunner 4
Imuulse Cannon
Zoom
(Em
AH Gunner 1
AH Blaster
Zoom
(Em
AH Gunner 2
AH Blaster
Zoom
(F7~] br Gunner 2 HR Blaster Zoo m
Hen
Crew Position
Type 2 firmament
Primaru Fire
Secondaru Fire
(Em
Gunner 1
Imoulse Cannon
Znom
dm
GunnerR
Imoulse Cannon
Zoom
(Em
Gunner 3
Imoulse Cannon
Zoom
(Em
Gunner 4
Imoulse Cannon
Zoom
(Em
HR Gunner 1
RR Blaster
Zoom
TITAN TACTICS
With the exception of their colored energy shields, both
the EU and PAC Titans are identical. These massive
airships are first deployed near their team’s base during
Titan battles. Each Titan spawns one gunship and a two
air transports — however, only one air transport spawns in
the hangar at a time. Only the commander can move the
team’s Titan about the battlefield, through the Move Titan
support option on the commander mode screen. But the
Titans travel extremely slowly, so plot a destination early in
the battle.
Both Titans are equipped with an array of weapons,
accessible via the consoles at the back of the hangar. The
most devastating of the weapons are the four turrets,
located beneath the Titan. All four of these guns fire high-
explosive blasts capable of knocking out a tank in one shot
if the rear of the tank is targeted. They do, however, have
a long reload time. But since all gun positions are rarely
occupied, hop around from one gun to the next by pressing
[ F 2 ] — [ F 5 ] to keep the guns firing — just like moving around
the ship gun positions in Battlefield 1942.
VEHICLES
TYPE 2 TITAN
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copying or downloading expressly prohibited.
shell and fitted
with multi-conveyor,
synchronized discharge
mechanisms, the Titan
air-drops assets directly
into contention, including infantry teams, gunships and
air transports. As well, the Titan is heavily armed with an
array of high-tech weaponry, including ion-charged, air-to-
surface and air-to-air blasters, making it a devastatingly
powerful assault aircraft
IMo orbital strike commander support option is available
in Titan mode, so use these turrets as your heavy support,
helping defend silos or simply blasting enemy vehicles brave
enough to move within range. The remaining two turrets
are positioned on top of the Titan, each equipped with a
mini-gun-like weapon, useful for downing enemy aircraft.
Manning these guns is crucial when the Titan’s shields go
down, as the enemy is likely to approach in gunships and air
transports in an attempt to land a boarding party. These
turrets have a very limited field of view, however, and are
incapable of engaging aircraft flying just below their line of
sight.
TITAN WEAKNESSES
The Titan’s shield system and thick hull protect it well from
exterior attacks. But if the shield goes down, the hull can
take damage from repeated missile strikes as well as other
heavy munitions. A Titan’s biggest vulnerability is its reactor
core. Once the shields are down, enemy infantry can
board and assault the Titan’s interior. After destroying the
consoles in the flanking corridors, infantry can gain entry
to the reactor core room and destroy it with explosives or
gunfire. Damage to the reactor core is irreversible, so it’s
imperative to prevent such attacks.
The Titan’s turrets can also be destroyed, even when its
shield is still up. Engineer rockets and gunship missiles are
the most effective weapons for taking out a Titan’s turrets.
TITAN TOUR
Before spawning on or assaulting a Titan, it’s a good idea
to know your way around. Titans are massive ships and it’s
easy to get lost if you don’t know where to go.
Hangar
The hangar is located at the front of the Titan. This is
where the gunship and
air transports spawn,
as well as any troops
who choose the team’s
Titan as their spawn
point. The hangar is
encased in its own
protective shield,
independent of the
Titan’s main shield. This
shield prevents enemy
troops from ever gaining entry, making it a safe hiding spot
for the team’s commander. The hangar also serves as a
repair and rearming platform for friendly aircraft, so watch
out for gunships coming in for a landing.
All of the Titan’s weapons are accessed through the
control panels at the
back of the hangar.
If the weapons take
damage or are
destroyed, engineers
can repair them by
using their H0FF-3000
on the corresponding
consoles — damaged
During the height of the ground
war, the Pan Asian Coalition
developed the original Titan as
a large-scale, civilian transport
medium, employed to relocate
the refugee population. When
the combat escalated into
all theaters, the Titan was
militarized to serve as
both an armored air
transport and fortified
warship. Reinforced
with a comprehensive
steel-ceramic matrix
■ **
When attaching a Titan, maintain a presence onboard bg placing a spawn beacon on the
aft decb. If qouTe not a squad leader or don't have access to the 5L5B unloch, simplq
parti an air transport on the rear dech. allowing all teammates to spawn — at least till
the defenders get wise and blow it up.
The Titan's sensors can detect enemq troops
moving through the corridors. When defending,
listen for the Titan's audible announcements to
quichlq hunt down intruders. Or prepare for them
bq clogging the corridors with infantrq.
Reactor Room
The reactor core sits
at the center of this
large, white octagonal-
shaped room. When all
four control panels are
destroyed, this room
can be entered through
the front or back doors.
There are a number of
walls that defenders
consoles show big "X”s on the screens.
Recessed walkways surrounding the hangar landing pad
lead into the Titan’s interior, emptying into a tight corridor
junction with a large energy shield. This is part of the
hangar’s independent shielding system and can be crossed
only by friendly units. By standing behind this shield you
can watch for enemy troops moving about without exposing
yourself to fire. But you can’t shoot or throw grenades
through the shield. This can lead to some awkward stand-
offs, so be ready for anything. Just opposite this shield is
the reactor room’s sealed front door.
Cargo Hold
The cargo hold is a
central position inside
the Titan likely to see
heavy action. From the
cargo hold, players
can access all four
corridors as well as
the reactor room. The
doorways for Corridors
1 and 2 are located
on the lower portion of the cargo hold, while doorways for
Corridors 3 and 4 are on the upper portion.
Attackers can enter Corridors 1 and 2 only from the
cargo hold, as 3 and 4 are blocked by shield barriers. But
defenders can move through these barriers, just like the
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copying or downloading expressly prohibited.
one near the hangar. Players entering the cargo hold from
the upper aft deck’s hatches can use the catwalk to pick
off opponents scrambling about below. But the cargo hold
offers plenty of cover in the form of crates. Use these
objects to stay out of the line of fire.
Corridors
A total of four corridors
line the port and
starboard sides of the
Titan, each containing
a key control panel.
All four control panels
must be destroyed
before attackers can
gain entry into the
reactor room. Use the
labels on the doorways
or the console icons on the HUD to locate and identify
these panels.
But these control panels can’t be destroyed in just any
order, because of the shield barriers in Corridors 3 and
4. Therefore Control Panels 1 and 2 must by knocked
out first — use explosives or gunfire. Afterward, attackers
must move toward the hangar and enter Corridors 3 and
4 from the Titan’s front side — the shield barriers near the
cargo hold are still active. Once Control Panels 3 and 4
are destroyed, the reactor room’s doors are blown open
and the remaining shield barriers in Corridors 3 and 4 are
removed.
Hfr Dechs
Both teams can access a Titan’s interior through the
entrances on the rear
deck. There are two
rear decks, designated
by height. The upper
deck has two hatches
in the floor, located on
the port and starboard
sides. These open
hatches lead into a
catwalk system lining
the aft portion of the
cargo hold inside.
The hatches are often preferred by attackers, as they’re
harder for the defenders to watch, allowing for a more
stealthy entry. Plus the catwalk provides great elevated
cover positions. The two doorways on the lower deck lead
directly into the cargo hold, leaving attackers open to all
sorts of booby traps and ambushes.
During Titan mode, press (D to see the countdomn status of each silo. These count-
ornns appear beloui the corresponding silo icons at the top of the screen.
VEHICLES
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copying or downloading expressly prohibited.
and attackers can use for cover, including the transparent
barriers opposite the doors. These transparent barriers
protect the core from exterior attacks, so all attackers
must enter the reactor room to inflict damage on the core,
The core is susceptible to damage from firearms and
explosives. If using RDX, place it around the core’s base,
using all five charges in the inventory — you won’t need it
after this anyway. Always tell teammates to vacate the
room before you set off the charges, otherwise they’ll
probably die. If no explosives are available, simply open
fire on the core, shooting directly into the arc of energy to
register damage.
When the core goes critical, you have approximately 20
seconds to vacate the Titan before it explodes. Run out
through the reactor room’s back door to enter the cargo
hold. From there, sprint out onto the aft deck and jump off
the back of the Titan. Don’t forget to deploy your parachute
on the way down.
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copying or downloading expressly prohibited.
Team play has always been a significant component of
the Battlefield games. However, communication and
organization are more important then ever in Battlefield
2142, especially when playing the new Titan mode. Even
if you’re just interested in boosting your stats and earning
unlocks, team play is the way to go, offering ways to earn
points and to experiment with unlocked equipment through
the new field upgrades. In this chapter, we take a look at
the communication system, the chain of command, and
team logistics, and offer some general team strategy for
the various game modes.
*it COMMUNICATION
Some clans use external software like Ventrilo and Team
Speak to overcome the in-game’s VoIP limitations. These
third-party programs allow for broader communication
and elaborate customization. For example, all players can
enter the same room and talk at once. Or players can
break into smaller groups by creating new rooms, even
mirroring the game’s division of teams and squads. While
these programs aren’t necessary, being able to speak to
everyone in the game has its advantages, especially when
practicing for tournament-style play.
Ventrilo:
http://www.ventrilo.com
Team Speak:
http: //www. goteamspeak. com
Heu Channel/Send Message To:
a
nil Dlauers in aame
m
All Dlauers on uour team
a
Rll olauers in uoursauad
Tijped and Comma Rose messages appear belom
the Rill messages in the fop left corner of Hie „ ,
screen. Watch for messages in green fexf — Compared to VoIP, chattmg
these are sentbg squad members. ^ rough typed te * fc s f ms .
like a major step backward.
But sometimes it’s the only way to get your team on the
same page — especially if you don’t have a microphone.
Chat is the only way to communicate with players on the
other team. It also allows you to send detailed messages to
players on your own team or squad.
To chat, open the correct channel [see the table above),
type your message, and press [Enter] to send it. The
message appears in the top left corner of the screen,
below the kill messages.
The downside to this type of communication is that it
takes time. While you are typing out your message, you are
unable to control your character and may get killed while
you are communicating. Find a safe place before you start
typing out messages, or devise a form of shorthand to keep
your messages brief. You don’t want the people receiving
your messages to get killed while they are reading them,
either — at least not those on your team. There’s also a
strong possibility that your typed message won’t be read at
all by fellow players, who may be preoccupied with blasting
enemies. Consider typing in all caps to make the message
stand out, and use chat communication as a last resort.
CHAT
As with most multiplayer
games, you can type out
messages to chat with other
players.
Establishing and maintaining good communication is
essential in any team effort. This is particularly true when
tasked with assaulting a heavily defended Titan. As in the
previous installment, Battlefield 2142 provides three basic
methods of communicating with your squad, team, and
other players on the server.
VOIP
VoIP, or Voice over Internet Protocol, allows for voice
communication among squad members and between
squad leaders and the team commander. No additional
software is required because VoIP support is included
with Battlefield 2142. Simply connect a headset equipped
with a microphone to your computer and adjust the mic’s
sensitivity under the game’s audio settings. Before joining
a server, make sure it supports VoIP, indicated by the
headset icon on the left side of the server name.
Squad members can speak to each other by pressing
nd holding (v) while talking — just like a CB. Commanders
nd squad leaders can talk to each other by holding down
[b). When a player talks, the player’s name and a speaker
icon appear on the left side of the screen. The speaker’s
position on the mini-map is highlighted in yellow, showing
the player’s location.
VoIP allows for detailed communication, paving the way for
complex squad tactics. These are useful when coordinating
ambushes or staging Titan assaults. Try rushing a lonely
defender on the count of three, for example. You can provide
targeting corrections while a squadmate pounds an enemy
position with the APC’s mortar from beyond visual range,
or you can tell your spawning squad members which kits to
enter the battle with.
VoIP makes communication easy and fun, taking team
play to a whole new level. The in-game VoIP function,
however, has its limits. Players on the same team cannot
speak to each other unless they’re in the same squad — and
forget about taunting the opponent you just knifed. But
there are other in-game options to bridge these gaps.
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copying or downloading expressly prohibited.
But before selecting an option, make sure you’re aiming at
the precise point where you intend the support or order to
be deployed. Use the (T) function when it isn’t safe to take
your eyes off the battlefield to access the Commander mode
or Squad screens. It’s also useful when precision is needed
to accurately place supplies or orbital strikes.
commo rose
The Commo Rose is
back from Battlefield 2,
providing a quick way to
send canned messages
to your teammates.
Press (q) to open the
Commo Rose, then
move your mouse to
highlight one of 1 1
common messages.
The Commo Rose is a quick uioq To shore information uiiTh
pr team. Hold doom (o) and move the mouse to select a
canned message. Left-clicR to send it.
Spotted Roger That Need Medic
Go, Go, Go Negative [Need Repairs*]
Need Backup Thank You Need Ammo
Need Pickup Sorry Follow Me
(Get In*) (Bail Out*)
* If you are in a vehicle, some of the messages will
change to reflect the context of your situation.
Highlight a message, then left-click to send it. Your team
not only receives a text message, but also hears it spoken.
Depending on the context, visual cues also appear on certain
player’s screens or maps. For example, a Need Medic
message shows assault troops where the sender is located;
a Need Ammo does the same for support troops. The
system works in reverse, too, showing the sender where
the requested support is located. This makes it easy for
teammates to rush toward each other. Use this function to
quickly track down the closest med kit or ammo hub.
The Spotted message is in the center of the Commo
Rose. It is meant to be centered over a target before being
sent. Placing the reticule over infantry or an empty spot
before sending this message sends an Infantry Spotted
message, while placing the reticule over a tank or other
vehicle sends an appropriate message on the type of
target. You can even send messages while using the sight
or scope view from your weapon. This ability makes the
recon kit even more valuable to observers, because they
can call out enemy vehicles from a distance.
If playing as a squad member, squad leader, or the
commander, you can issue orders or request support in the
3D map view by holding down (T). This opens a different set
of options based on the role you’re playing. For instance,
squad members can request commander support or orders
and spawn beacons from their squad leader. Squad leaders
can request commander support and orders as well as issue
attack orders to their squad. Commanders can use this
function to quickly deploy support actions or issue orders.
As in Battlefield 2, a hierarchical command structure is in
place to streamline the flow of orders and communication.
Each player has a specific role in this chain of command,
whether playing as the commander or as a low-ranking
squad member. Even lone-wolf players can contribute to
the cause.
The commander
occupies the top
position in the chain
of command and is
responsible for issuing
orders to squads and
providing them with
support through the
commander stations.
Any player can apply to
become the commander commander mode screen provides a wealfh of
early in a round by information. Topple to Hie map's third zoom level bp
accessing the squad pressing ^ f0 g e f a |j ve satellite image of the battlefield,
screen [press [Caps Lock] )
and click the Apply button at the top of the squad list on
the left side of the screen, next to the Commander label.
A commander is chosen automatically, based on the
rank of the applicants. Higher-ranking players get first
dibs, and may accept the commander position or decline
it, at their option. If the highest-ranking player declines,
the opportunity is passed to the applicant with the second-
highest rank, and so on. If given the choice to become
commander, press [Pg Up[ to accept or [Pg Dn[ to decline.
support requests from squad leaders appear on the commander mode screen's
map as icons. Click on these icons to grant or denq the support. These support request
icons contain the precise targeting coordinates designated bq the squad leader. Don't
ignore these icons bq placing qour ouin support on or near them. Chances are the sup-
port won't deploq inhere the squad leader needs it.
Orbital strihes are available onlq in Conquest mode — use the Titan's massive underside
turrets as mobile orbital strihes in Titan battles.
Issue orders to squads bq right-clichiuq on the
commander mode's map. Support can also be
deploqed in this manner.
Commander Support
The commander mode
screen also features,
in the top left corner,
a list of the team’s
squads, each assigned
a number. Press the
corresponding number
on the keyboard
to select the squad,
then right-click on
the map to issue the
squad an order. Six
orders can be issued
in this manner: Move,
Defend, Attack, Repair, Destroy, and Mine.
Once an order is issued, the squad leader may opt
to accept or decline the order. If accepted, the order is
relayed to the squad members, and the appropriate order
icon appears on their mini-maps as well as on their HUDs.
The order icon in the map view remains gray until the order
is accepted; it times out after a few seconds. It’s best to
| back up orders by repeating them aloud by holding down
| while speaking to the squad leaders. First, address the
(correct squad (Alpha, Bravo, Charlie, etc.), then tell them
Fwhat to do and where. Squad leaders might overlook on-
screen orders during chaotic firefights.
The commander support buttons appear at the bottom
of the commander mode screen. These options allow the
commander to assist squads anywhere on the battlefield.
Simply click the appropriate support button, then click on
where to deploy it in the map view. With the exception of
Supplies, all of these support options are made possible by
stations located on the map, usually at the team’s base.
Each station can be destroyed by the opposing team,
denying the commander access to the corresponding
support options. Although the stations are extremely
durable, they’re vulnerable to the recon kit’s RDX demo
packs and the gunship’s TV-guided missiles — it takes two
demo packs or three TV-guided missiles to knock out a
station. Players get points for destroying the opposing
team’s commander stations, making them even more
attractive targets. But stations can be repaired with the
engineer’s blowtorch or a supply crate dropped nearby.
Commanders can access the unique commander mode
screen by pressing (lib), which gives them a top-down view
of the battlefield, as well as the ability to issue orders
and provide support. The map view has three levels of
zoom, toggled by pressing (n). At the highest zoom level,
the commander can view real-time satellite imagery of the
battlefield and spot individual players moving about. The
maximum zoom level is useful when dropping supplies or
targeting enemy vehicles with an orbital strike. The map
view can be scrolled by using the standard movement keys
C(w), (s), ®) or repositioned by clicking on the mini-map in
the top right corner.
Orbital Sfrike
The new orbital strike
drops high-explosive
munitions in a wide
area, similar to the
shell-based artillery
in Battlefield 2. The
rockets fire faster,
however, and are a bit
more accurate, packing
the target area with
a rapid succession of
explosions and killing any nearby infantry and destroying
lightly armored vehicles. Healthy APCs, tanks, and battle
walkers can withstand an orbital strike barrage, although
they will take heavy damage. But even these armored
vehicles can’t withstand a direct rocket hit. All orbital
strike kills are credited to the commander.
Orbital strikes don’t distinguish between friend and foe,
potentially resulting in team kills. Always double-check the
position of teammates on the mini-map before ordering an
orbital strike. At the very least, give squad leaders a heads-
up before dropping rockets near their location. Keep the
orbital strikes going as much as possible, prioritizing squad
leader requests. If the squad leaders aren’t requesting
orbital strikes, locate high concentrations of enemy units
using either the radar scan or the map’s maximum level
of zoom. It takes approximately one minute for the orbital
strike to recharge after a barrage, so don’t waste it
on individual targets. Instead, center it on choke points
(like bridges) or other areas where multiple enemies are
clustered.
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copying or downloading expressly prohibited.
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copying or downloading expressly prohibited.
EMP Strike
EMP strikes allow
commanders to
temporarily disable
enemy vehicles with
a strong EMP blast
fired from an orbiting
weapons platform.
Communication
between the
commander and
weapon system in
space is established through a satellite relay system,
usually located at the team’s base — and vulnerable to
sabotage. Unlike orbital strikes, EMP strikes have a
narrow area of effect, useful for targeting individual
vehicles. For best results, maximize the zoom on the
map view to locate a vehicle and place the EMP strike’s
crosshairs directly over it. Left-click to fire.
The incoming EMP blast takes a couple of seconds to
reach the Earth, so make sure the target is stationary;
otherwise it may miss. A direct hit will cause the vehicle
to lose all movement and weapon functionality for
approximately 20 seconds, making it a sitting duck for
friendly infantry, tanks, or aircraft. Try to use it as a close-
support weapon, giving friendly units on the ground the
opportunity to knock out the disabled vehicle or escape.
Like all EMP weapons, EMP strikes also affect infantry,
temporarily scrambling their HUDs. Focus on disabling
high-value targets like tanks and battle walkers to get the
most out of this weapon.
The UAVs work just like
the ones in Battlefield
2, revealing enemy
types and positions at
the targeted location.
Once deployed by the
commander, UAVs are
automatically controlled
through the white UAV
units located at the
team’s base. UAVs
remain airborne for only about 20 seconds and have a
scan diameter of about 100 meters, so target areas close
to friendly ground units for optimal results. For instance,
consider scouting ahead with a UAV when sending a squad
in to assault a control point or silo.
The UAV detects all enemy units within its search
diameter, whether it has line of sight or not. This is useful
for locating pesky snipers or other defenders hidden inside
structures. Enemy positions are automatically relayed to
each team member’s mini-map, showing up as red dot icons
[for infantry) and red vehicle icons. These positions are not
relayed to the team member’s HUDs through the networked
battlefield system. When relying on UAV support, keep an
eye on the mini-map to locate enemy units.
The radar scan is
another holdover from
Battlefield 2, taking
a quick snapshot of
the entire battlefield
and identifying the
locations of all enemy
units. These scans are
conducted by the large
radar station at the
team’s base. Unlike the
UAV, the radar scan is for the commander’s eyes only, and
is isolated to the commander mode screen’s map. It also
doesn’t identify unit types — infantry and vehicles alike show
up as big red dots.
The information expires quickly, too, because it doesn’t
track the movement of units. But it does scan the entire
map, giving the commander a quick view of enemy locations,
and is useful for spotting high concentrations or flanking
maneuvers. Always run a quick radar scan before dropping an
orbital strike. This is a good way to prevent wasting an orbital
strike on an empty piece of land. The radar regenerates
quickly (in about 20 seconds), faster than any of the stations,
which allows for nearly continual scans of the battlefield.
Keep running scans as soon as they’re available. Despite
shortcomings, radar scans are a good way to maintain
situational awareness, helping commanders effectively deploy
their squads to the right locations at the right time.
Supplies
Supply crates are
dropped from the sky,
helping restock and heal
units on the ground.
Both infantry and
vehicles benefit from
supply crates and can
heal, rearm, and repair
themselves by moving
within close proximity.
Deliver supply crates
upon squad leader requests or deploy them at high-traffic
front-line positions, where vehicles require constant repairs
and engineers need a steady supply of ammo and mines.
Enemy units cannot stop supply drops, as this option
does not rely on any ground station to function. But
all units can use supply crates, regardless of which
commander dropped them. So carefully consider placement
before dropping one. These crates can be destroyed, so
keep them out of the line of fire. Since infantry can carry
their own supplies [through the assault and support kits),
focus on using supply crates to repair vehicles or damaged
commander stations. Use the zoomed-in map view to
accurately drop crates. This is particularly important when
dropping them near commander stations — the crate must
land right next to the station or it won’t be repaired.
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The Titan's hangar is The safest place on the battlefield. Because of its independent
shielding system, it can never he infiltrated by enemy troops. Bluiays stay in the hangar
uihen conducting business on the commander mode screen. Still, stay near the turret
consoles to avoid getting smashed by incoming friendly aircraft seeding repairs.
SQUAB LEADER
When it comes to
winning battles, squad
leaders are the most
valuable team members
on the battlefield. In
addition to being a
critical link between the
commander and the
rest of the team, squad
leaders can serve as
a spawn point (and
deploy spawn beacons),
keeping their squad in
the heat of the battle.
The squad screen shows [lie team's squads in the
list on the left, as uiell as the squad leaders' positions
on the battlefield in the map vieiu.
Only squad members
can spawn on their
squad leader or the
spawn beacon deployed
by their squad leader.
But these spawn points
only work as long as
there’s at least one
other spawn location on
the map. If all control
points are held by the
enemy in Conquest
Assault or Double
Assault battles, the
squad leader’s spawn
functions are disabled.
It’s possible to order a squad around from any position
on the map, but it’s best to stay with the squad members
so they can use the spawn point in the event they die.
This makes it much easier to apply consistent pressure
against enemy-held control points. But this spawn point
is available only when the squad leader is alive, so avoid
taking unnecessary risks. In fact, hold back and provide
suppressing fire until the squad has cleared out the area
around a contested flag or silo.
Ihe squad leader's spaum point shoius up as a green
dot on the spaum screen. If the squad leader is in a
vehicle uihen qou spaum, qou re-enter the game in the
same vehicle— assuming there are enough open creiu
positions available.
Move Titan
In Titan mode, the
commander is the only
team member who can
fly the Titan around
the map. Like the
other support options,
this is accomplished
through the commander
mode screen. After
clicking the Move
Titan button, select
the Titan’s destination by clicking on the map. However,
the Titan moves extremely slowly, so consider moving it
incrementally, from one adjacent silo to the next.
Keep it away from the enemy’s Titan unless the shields
are still up. If the Titans are close to each other, infantry
have an easier time boarding. With no artillery support
in these battles, use the Titan’s four massive underside
turrets to pound enemies on the ground. If the Titan is
parked over a silo, its crew can defend it all by themselves,
blasting any attackers with the turrets.
Any player can become a squad leader by opening the
squad screen ( [Caps Lock) ) and clicking the Create button
next to the Squad label in the list on the left side — or press
[ insert] - This creates a new squad, under the generic Alpha,
Bravo, Charlie, etc. designations. To create a squad with a
unique name, click the Custom Squad button at the bottom
of the list, and enter a custom name of no more than
10 characters. Whoever creates a squad automatically
becomes the squad leader — but that doesn’t necessarily
mean the creator is ready to lead troops into battle.
Populate your newly formed squad by inviting players to
join. In the squad screen, click the Manage Squad button at
the bottom of the list to open a new side menu. Here you
can select from a list of teammates. Place check marks
next to five names and click Apply. This sends invitations to
the selected players, which they can accept or decline. New
players may not know how to join a squad, so this is a good
way to get them involved.
The Manage Squad menu is also used to kick players
off your squad or mute their microphones. Place a
check mark in the corresponding box next to the squad
member’s name, and click Apply to boot or mute them.
Only the squad leader can invite players to or remove
them from the squad.
If the entire team appears to he a lost cause, your first inclination mail he to hop into
the commander seat. Your leadership shills are actuallij much more effective in a squad
leader role, houiever. especially if there aren't that many squads to begin uiith.
TEAM PLAY
The bulh of squad poinTs are earned Through hills, buT an acTive order most be placed
near The squad's position for These poinTs To counT. fls The squad leader, alinaqs issue
an aTTach or defend order niilhin The squad's area of operations To maximize squad
minis and expediTe The achievemenT of field upgrades. If qour squad leader isn'T issuing
orders, requesTThem.
Field Upgrades
Keep up [Fie good work and qour squad mill be eligible for
o field upgrade! Watch [be preen status bar in [be top left
corner of [be screen [o monitor [be squad's progress.
New to Battlefield
2142 are the field
upgrades, available only
to players in squads.
Effective squads earn
squad points for
accomplishing certain
tasks, such as following
orders or supporting
squad members with
support items — see
the following table.
The accumulation of
these communal points
is shown in the green meter in the top left corner of the
screen. Once the meter is full, a field upgrade is awarded,
allowing each squad member to select one locked item
from the kit customization system.
As with normal unlocks, only adjacent items in the
upgrade tree can be selected. All unlocks achieved through
field upgrades are temporary, lasting as long as the player
remains on the server, regardless of which squad or team
the player moves to. This is an excellent way to try out new
equipment before spending hard-earned unlocks.
There are no limits to how many field upgrades a squad
can earn, so the longer the squad is effective, the more
temporary unlocks it will access. Leaving a squad before an
upgrade is awarded removes the field upgrade status bar,
however, as well as the player’s ability to earn a temporary
unlock, so find a good squad and stay with it. The field
unlock value carries over from round to round.
Squad Points
Squad Points
Squad Member Motivator [for hills performed Luithin the squad leader's
order radius, but not Move Tol
Heal fif healed olauer is a souad member!
Revive fif revived olauerisasouad memberl
Resuoolu fif supplied olauer is a souad member!
Repair fif repaired olauerisasouad memberl
Driver Assist [drivers oet bonus points if a passenger hills from the vehicle]
Hill Assist f>5D/. health before other olauer's hilll
Squad Management
Invite players to qour squad through tbe Manage Squad
menu. Use tbe same menu to Rich players off qour squad.
The squad leader’s
primary objective is
to keep the squad
on task. This is
best accomplished
through constant
communications and
the order system. Stay
in contact with squad
mates, holding down (v)
while speaking through
a microphone. Tell
them what type of kits
or weapons are needed and elaborate on the squad’s
current objective.
Squad members are much more likely to respond to
orders when voice communication is established. Voice
communication also allows for greater coordination
when attacking or defending. Keep in contact with the
commander, too, holding down [b) to orally request
orders or other information. Accept or decline incoming
orders from the commander by pressing [Pg Up] or [Pg Dn| ,
respectively.
Squad leaders can issue orders themselves by right-
clicking on the map in the squad screen, which is
recommended whenever the commander fails to give
orders. Accepted and issued orders appear as icons
on each squad member’s mini-map, as well as on each
member’s HUD. Right-clicking on the squad screen map
also allows the squad leader to request artillery, orbital
strikes, UAVs, and supply drops.
These orders are best issued in the 3-D map. Simply
aim where the support is needed and hold down (T) to
bring up the support menu. Select which support option is
required to relay the precise targeting information to the
commander, who can then accept or deny the request.
Keep in mind that not all support options may be available
because of recharging downtime, station damage, or a
vacant commander position. Strive for self-reliance within
the squad and don’t become overly dependent on support
from the commander.
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copying or downloading expressly prohibited.
The number of squads required differs based on The size of Tbe Teams. In mosT
lG-plaqer bafties, a Team can geT bq until Tino squads. BuT in 32-plaqer gomes, a
Team should be spliT inTo af leasT four squads. Even more squads are necessarq in
huge 64-plaqer baffles: each Team can have a Total of nine squads. IT's up To The
commander To suggest The formation of neui squads. If There aren't enough squads,
consider dividing six-man squads or persuading some lone-uiolf plaqers To create
Their ouin Through The Team chat function.
0 maximum of nine squad slots are available to each team. Don't hog a squad slot bq
yourself if the squad max has alreadq been reached. Open the squad to neui members or
leave the squad and plaq as an unassigned plaqer.
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copying or downloading expressly prohibited.
LONE WOLF
Lone-wolf players are at a major disadvantage because of
the game’s heightened emphasis on team play. However,
those wishing to play alone can still make a contribution to
the team effort. Stay in the loop by creating a squad and
immediately locking it so no other players can join — click
the lock icon next to the squad’s name in the squad list.
Consider creating a custom squad and naming it "Sniper”
or “Recon” to better communicate your solo role. Creating
a squad allows the lone-wolf player to stay in contact with
the commander, request support, and even earn field
upgrades. While solo players can make an impact with any
kit, the recon kit is particularly popular, as it is useful for
sniping and sabotaging commander stations. Lone-wolf
players can take up supporting roles, too, by dropping
med kits or ammo for other squads or racing around
the map in an FAV as an engineer, conducting repairs on
friendly vehicles or the commander stations. One thing
lone-wolf players shouldn’t do is attack heavily defended
control points or Titans. Even unorganized squads
maintain the advantage over a player attempting to win
the battle solo.
When the friendly-fire option is activated on the server,
team kills will follow. If you become the victim of a team
kill, don’t rush to judgment. A majority of team kills are
purely accidental, particularly on ranked servers. In some
instances, your death might have been your fault. Did you
step out in front of a speeding vehicle? Or maybe you ran
in front of your squad’s support soldier while he was laying
down suppressing fire.
Whatever the situation, wait a few seconds before
punishing or forgiving a team kill. While choosing a new
kit in the spawn screen, listen or watch for incoming
apologies. Make a habit of forgiving most teammates
[(PgDn)), especially those who apologize — what goes around,
comes around. Reserve punishment [ ( Pg UpQ for clearly
intentional team kills — like the guys who shoot anyone who
gets near the team’s gunship spawn point. Don’t seek
revenge by hunting down the offending players — they’ll lose
points for the punished team kill.
Scan the scoreboard periodically and look for players at
the bottom of the list with double-digit negative scores —
these folks are probably full-time team killers. Get the
ultimate revenge by initiating a vote to boot them off the
server.
SQUAD M EMBER
While squad leaders
coordinate and help
the squad stay in the
battle, it’s the squad
members who get
the job done. When
entering a game,
browse the available
squads on the squad
screen and join one.
Before spawning, check bvqm mandering our of qour squad's visual range. Instead.
the kit icons next to ^ ^ S(| jf [ffl| sup p 0rf p vice vefSfl
each squad members
name in the squad list. Choose a kit that supplements the
squad’s capabilities. For instance, if it has no engineers,
spawn in as an engineer to provide the squad with anti-
armor capability. Or spawn in with an assault kit to
provide medical support. If unsure, simply ask the squad
what kit or equipment is needed most.
Once in the game, stay within visual range of the other
squad members to provide fire or logistical support as
needed. Keep the communication lines open by holding
down (v) to speak with the squad. Squad members cannot
issue orders, but they can request support by right-
clicking on the squad screen map or by pressing (T) and
selecting the type of support needed. All support requests
automatically go up the chain of command, and must be
accepted by both the squad leader and commander before
the support is deployed.
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copying or downloading expressly prohibited.
r
^ T
- ^
If the squad relies
tit
TEAM LOGISTICS
|
on vehicles to get
1
around, engineers are
In the earlier installments of this series, supplies were
scattered around the maps, easily accessible by all players.
But this all changed in Battlefield 2, which required teams
to deploy their own supplies. The same logistical system is
carried over into Battlefield 2142, putting the onus on the
team’s commander and squads to heal, repair, and rearm
themselves.
As discussed earlier,
the commander can
supply units on the
ground with supply
drops. These crates
are best deployed at
defensive positions, or
wherever high-value
vehicles (like tanks and
battle walkers] require
repairs. Vehicles can
park next to a supply
crate for slow but
steady repairs. The repairs continue till the vehicle’s health
is at maximum, the vehicle moves out of the supply crate’s
support radius, or the supply crate is destroyed.
Supply crates don’t provide an endless amount of
provisions. After dispensing a pre-set amount of ammo,
medical, or repair support, the crate self-destructs.
Commanders must keep dropping fresh supply crates
throughout the battle.
When defending [lie Titan corridors, drop supplies
near the consoles, allowing the team to rearm and heal
after fending off attacks.
Reserve supply crates for front-line vehicles like tanks
and battle malkers.
important. When in a
vehicle, engineers can
extend their repair
capabilities to nearby
vehicles, turrets, and
commander stations.
For instance, two
tanks, each driven by
an engineer, can repair
each other when within
close proximity, even
while moving.
Repairs are conducted much more slowly in this manner
than with the engineer’s blowtorch, but staying inside a
vehicle allows the engineer to remain protected and to
return fire. Choose the engineer kit when driving a vehicle,
and always try to team up with a second vehicle also driven
by an engineer [indicated by the rocket icon above the
vehicle].
Assault and support soldiers can also extend their
healing and rearming capabilities to passengers and nearby
units when driving or riding in a vehicle.
The landing pads and Titan hangars repair and rearm aircraft. But a landing pad can be
used unlg if its control point/silo is friendly or neutral, so matte the distinction before
setting douin. The enemy's Titan hangar is aluiays protected by a shield, so don't even
bother trying to land there.
Some players parh their tanhs in front of supply crates during duels, protecting the crate
uihile receiving constant repairs. This gives them an advantage, but given the sloui rate
of repairs offered by the supply crate, it doesn't mahe them invincible. If your opponents
try this, flanh them, hitting their side or rear armor to maximize damage. Or simply
overuihelm them uiith firepouier from multiple tanhs. battle uialhers. or engineers.
At the squad level, each squad should be self-sufficient,
providing its own ammo and medical support. At the
very least, each squad should have one assault kit and
one support kit at all times. The assault soldier is the
new medic, capable of dropping med kits and, with the
defibrillator unlock, reviving teammates. As in Battlefield
2, the support soldier can drop ammo, a vital asset to all
teammates, especially engineers who run out of rockets
and mines very quickly. Set up mini-supply depots when
defending at control points, silos, or in the Titan. Drop a
med kit and an ammo hub in a spot all squad members can
easily reach, preferably behind cover.
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copying or downloading expressly prohibited.
No battle plays exactly the same. That’s the beauty of
Battlefield. Regardless of how many hours you’ve played,
each gaming experience is entirely unique. There are,
however, general strategies and tactics that teams can
apply to get the upper hand.
Surprisingly, even some Battlefield veterans aren’t well
versed in the rules and nuances of each game mode. But
a basic understanding of these rules allows teams to tailor
effective strategies, helping secure victory after victory.
CONQUEST HEAD-ON
In Head-On battles, both teams have bases that cannot
be captured. Because each team has a permanent spawn
point, these battles must be won through attrition by
depleting the enemy team’s ticket count. The best way
to do this is by holding a majority of the control points to
bleed the opposing team’s tickets. For example, if there are
five control points [including the bases), your team must
hold at least three to initiate a ticket drain.
The ticket drain causes a steady loss of tickets, but the
rate of loss is not increased with the capture of
additional control points. Don’t spread your
team thin by attempting to capture and defend
every control point on the map. This leads to
endless flag chases, reminiscent of a game
of whack-a-mole. Instead, capture and
defend the barest majority (50 percent
plus one) of control points. This allows
for more manpower on defense at
each control point, helping maintain
L the ticket drain throughout the
battle.
It may sound easy enough,
[but persuading the team to stay
on defense is difficult — especially
when team members think they’re
winning. Squad leaders stand the
best chance of keeping the team in
line, explaining to squad members why
the team is defending. If necessary,
compromise with your trigger-happy and
stat-hungry troops, telling them they
can attack as soon as the team has a
100-ticket advantage.
An organized and disciplined team
realizes the strategic and tactical
advantages of digging in and letting the
enemy come to it. Use lulls between
attacks to stage elaborate ambushes
with explosives or concealed vehicles.
As long as a control point is held
by your team, you can count on
a steady stream of attackers to
arrive. Just be patient.
1
CONQUEST DOUBLE ASSAULT
Double Assaults are similar to Head-On battles. But in
these small-scale conflicts, every control point on the map
is up for grabs — there are no true bases. These battles
can be won through attrition, or by capturing every control
point on the map, denying the enemy any spawn points.
In many respects, Double Assaults require much more
defensive discipline — if nobody stays on defense, the team
loses. Start by assigning one small squad to defend the
starting control point. Then use the rest of the team to
attack, capturing a majority of the control points to initiate
a drain on the enemy ticket count.
Maintain the drain by defending for a few minutes to
establish a ticket count advantage before attempting
to capture all of the control points. When going for the
decisive victory, lock down the held control points with
infantry while sending in tanks or battle walkers to assault
the enemy’s last control point.
CONQUEST ASSAULT
Many of the battles in Battlefield 2142 are Assaults,
with the EU as the defender and the PAC as the attacker.
During Assaults, the defender holds all (or most) of the
control points except for the attacker’s base, which can’t
be captured. The defender can win the battle through
attrition only, by depleting the attacker’s tickets. The
attacker can win through attrition or by capturing
all of the control points on the map.
The defender’s ticket count
can never be bled, however, no
matter how many control points
the attacker takes. Although the
attackers begin with more tickets,
they begin with a ticket drain too,
imposed till they capture a control
point. The defender can prolong the
initial ticket drain by locking down all
of the control points and isolating the
attacker to its base.
Because of the geographical layouts of
these maps, most assaults are linear, with
a clearly defined front-line control point
backed up by several control points to
the rear. Attackers should always try to
break away from linear attacks and look
for flanking opportunities. This is easiest
if air units are available to drop troops
on rear positions to open new fronts.
Study the maps in this guide to identify
and capture first the control points that
produce the most valuable vehicles for
the defender — denying the defender
access to aircraft, tanks, and battle
walkers greatly reduces its chances
of holding out.
m
■l
It
A
52 1
TEAM PLAY
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copying or downloading expressly prohibited.
Capture the control point where the defender’s
commander stations are located too, eliminating its ability
to use artillery, UAVs, radar scans, and orbital strikes.
Force the defender to make its last stand at the weakest
control point on the map, preferably where players spawn
in the open, making them easy targets for advancing tanks
and battle walkers.
The defender must prepare for the worst at the front
line, while maintaining a light presence at the rear control
points. The bulk of the team is needed at the front line,
using every available weapon to stop the attacker and
prevent it from stopping its ticket drain. Front-line positions
are notoriously light on armored vehicles, so move tanks
and battle walkers (spawned at rear control points) to the
front as soon as possible. Without these heavy vehicles as
reinforcements, front-line defenders won’t last long.
Players defending the rear control points should man
AA turrets to knock down any airborne assaults. If the
attacker gains a foothold, consider falling back and
consolidating forces around two or three key control
points instead of counterattacking. This exploits the map’s
bottlenecks and inflicts heavy casualties on the attackers.
A defender can win the battle with only one control point,
so avoid unnecessary (and costly) attacks — ultimately, it
often costs more tickets to attack a control point than it
does to defend one.
TITAN
Executing a winning strategy in the new Titan mode
requires constant communication and coordination, testing
the teamwork skills of even the most organized teams
and squads. Each team should try to quickly capture (and
defend) at least three out of the five silos, ensuring that the
enemy Titan’s shields are down before the team’s Titan’s
shields fail. To prevent a chaotic flow of changing orders,
commanders should assign each squad to a particular silo,
charging it with assaulting, defending, and counterattacking
the silo for the entire battle. Such focus keeps squads from
rushing all over the map and accomplishing little.
Once the enemy Titan’s shields are down, a couple of
squads should be assigned to assault its interior while
the rest of the team stays on the ground and defends
the silos and the team’s Titan. Even if the Titan infantry
assaults are unsuccessful, maintaining control of the silos
is a good backup plan, as each fired missile damages the
enemy Titan. Plus, just attempting to assault the enemy
Titan forces the enemy to tie up precious manpower for
its defense, leaving fewer enemy troops on the ground — or
assaulting the team’s Titan.
The team that manages to simultaneously maintain a
presence on its Titan, at the silos, and on the enemy’s Titan
stands the best chance of winning.
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copying or downloading expressly prohibited.
In February 2140, the PAC’s X and II Command Divisions swept through Serbia and trapped the EU 9th Armored Corps
in the heart of Belgrade. A massive ice wall blocking its retreat, the EU force, inspired by General Emil IMikoli, staged a
tenacious resistance. In March, the PAC’s Northern Command Group arrived through recently annexed Bulgaria. Led by a
swift, V-shaped formation of T-39 Bogatyr battle walkers, the bolstered PAC forces burst through the EU’s eastern flank and
forced their surrender. With control of Eastern Europe, the PAC turned its sights to the EU’s central command in Berlin.
iO
In this small head-on battle, the magic
number is two, meaning your team
needs to hold at least two control
points to impose a drain on the PAC’s ticket count. For
the EU, this means holding the Statue and Com Tower.
At the start of the battle, rush the Statue with the
MK-15 Bandit and the L-5 Riesig. Meanwhile, send the
remaining infantry pouring into the Com Tower via the
alley just south of the Playground. Once both control
points have been captured, take steps to hold them,
including placing mines and sentry guns. Keep the L-5
near the Statue, as this control point is likely to see
the bulk of PAC vehicle attacks. Don’t worry about
attacking the Ruin until your team has a significant ticket
advantage.
Playground
Like the EU, the PAC needs to quickly
capture and hold a pair of control
points to bleed their enemy’s tickets.
The Ruin is a short walk from the Pond, so use infantry
to convert this control point as soon as possible. The
T-39 Bogatyr and UAZ-8 Ocelot should head for the
Statue and prepare the grounds for immediate EU
counterattacks originating from the Com Tower and
Playground. Commander supply drops at the Statue are
necessary to keep the T-39 and infantry defenders at full
strength and stocked on ammo. Defenders at the Ruin
should monitor the alley to the south, watching for EU
troops attacking from the Com Tower. Sentry guns and
anti-personnel mines can help lock down this path. Hold
tight at the Ruin and Statue till the ticket count is in your
team’s favor.
iO
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
This expanded battle features a few
more control points, requiring your
team to capture and hold a minimum
of four to secure a drain on the PAC ticket count. As
in the 1 6-player battle, draw your front line at the
Statue and Com Tower while securing the Monorail and
Playground in the rear. Use the MK-15 Bandits (filled
to capacity) and the A8 Tiger to capture and defend
the Statue, securing the only battle walker spawn
point on the map. At the same time, move the AVM-2
Groundhog to the Playground, where infantry can fan
out and capture the Com Tower and Monorail. After
establishing a front line, hold it with infantry and the L-5
Riesig spawned at the Statue. Maintain control of the
four southernmost control points as long as possible,
bleeding the PAC ticket count in the process.
TL&
PRC Bose
EU Bose
There’s no way to quickly end this
battle of attrition, so the PAC team
is best off capturing and holding
the four northern control points, using the same front
line positions at the Com Tower and Statue. Grab the
Statue as quickly as possible, rushing it with the UAZ-8
Ocelots and reinforcing it with the Type 32 IMekomata.
Meanwhile, fill the BTR-4 Romanov and rush toward the
Ruin, allowing the infantry to assault the Com Tower
and Pond on foot. Expect the heaviest fighting near the
Statue, and be prepared to counter with firepower from
the T-39 Bogatyr and Orbital Strikes strikes. If other
control points fall, quickly counterattack, but never leave
the Statue undefended — the battle walker spawn point is
far too valuable to give away.
BELGRADE
16 and 32 Player
PfIC [16 Player]/
Heulral [62 Player]
— Radar Station
BASES
CONTROL POINTS
PAC BASE
inMiiroiifMiifimE
Player Only
PRC
EU Con ro
PRC Base Rssers
PRC Control 16 Player 32 Player
Tune 32
Orbital Strides
Radar .in
if
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copying or downloading expressly prohibited.
POND
• PRC Base
Pond Assets
PRC Control 1G Player
32 Plauer
This base serves as the
primary source of vehicles
for the PAC in 32-player
battles. Although the
base can’t be captured,
the numerous assets
provided here make it worth
defending. The main road to
the southwest also provides
a quick way for the PAC to
move vehicles out into the
map’s center when going
after control points like the
Statue and Playground. The
UAZ-8s should use this road
early in the match to rush
the distant control points.
PAC players spawning at this
base have two spawn points
to choose from — a northern
point near the vehicles and
a southern point just meters
away from the Pond.
Attack
the battle rages in the
ap’s center, consider going
after the PAC’s commander
assets. Either grab an FA V
or move out on foot. The
base is usually deserted,
except for the occasional players camping at vehicle spawn
points. Gun them down or slip past undetected with the aid
of active camouflage. Knock out the enemy commander’s
gear with demo packs, then steal a vehicle to rejoin the
battle.
— Orbital Strides 2 —
Jfir
r"Ir>
In both 16-
and 32-player
matches, the
Pond is well
within the
PAC’s sphere of
influence given
its northern
position. This
control point is
the PAC team’s
uncapturable base on the
1 6-player map, providing the
team’s only vehicles. But in
the 32-player variation, the
Pond is up for grabs.
Hrroch
The flag sits on top of a hill
overlooking the large pond
to the south. While infantry
and some vehicles can cross
the pond, it’s best to attack
from the hill’s eastern or
western slopes. A dirt road
to the north makes it easy
for vehicles to rush the
hilltop and convert the flag.
Given the height advantage
of the defenders, speedy vehicle attacks are the best way
to convert this flag.
Defend
The hill’s high ground and low perimeter wall provide great
visibility and cover for defenders. Two railguns are also
located on the hill for added protection. But the perimeter
wall blocks the view of both guns, preventing them from
seeing beyond the hilltop itself. Still, both guns can be used
to knock out vehicles attempting to rush the flag.
Defend
The commander assets alone are likely to draw plenty of
attention from EU saboteurs. A lone railgun is the only
defensive feature at this base, covering the road to the
west. Defenders should expect most vehicular attacks to
originate from this road. While the railgun is decent for
defending against vehicle attacks, a sentry gun can help
deter enemy infantry.
Bathe uialhers can climb the steps on the hill's eastern and mestern slopes. Defenders
map mant to boobij-lrap these access points mith explosives.
The Ruin can be capTured from the second-floor office jusf oiesi of the flag. Climb The
die of rubble outside the building to access this room. Once inside, move east, tooiard
the flag, until gou're inside the capture radius. This is a good defensive position for
contesting flog captures, too— as long as goo stag out of sight.
EU Control
Statue Assets
PRC Control
32 Player
L-S
T-33 — 1
Roiloun
Roiloun 2 2
The Statue is another
central control point likely
to see heavy fighting
during both 1 6- and 32-
player battles. But the
stakes are much higher
in 32-player matches as this is
the only control point on the map
that spawns a battle walker.
Both sides must attempt to take
this control point early and hold
on to it as long as possible. In
a battle this evenly matched,
attaining a battle walker is just
as important as denying the
enemy one.
nrrach
If the Statue is already held by
the enemy, avoid the two main
ramps to the east. Defenders
are likely to be expecting
attacks in this direction or are
already facing this direction,
distracted by the action near
the Com Tower or Ruin. Instead, sneak along one of the snow-
covered roads to the west to take the defenders by surprise.
If you make it in unnoticed, hold your fire and approach
the flag. Wait until the flag is at least neutralized before
attempting to mop up the defenders.
Defend
Once captured, the Statue is relatively easy to lock down.
The flag is surrounded by a low wall, preventing most vehicle
rushes, but battle walkers can step over the wall. Mine the
ramps to the northeast and southeast to knock out incoming
vehicles. Don’t ignore the snow-covered roads to the northwest
and southwest, which are also potential avenues of covert
attack. The two railguns to the north and south are capable of
engaging attackers from any of these directions. Sentry guns
and demo packs placed around the flag can help eliminate
enemies that manage to slip through the outer defenses.
The moll surrounding The Sfofue Is loo blgb To lump over and Ibe fern occess poinfs mog
be boobg-fropped or covered bg senlrg guns. InsTeud, hop onto The melol rubbish bins
pushed ugulnsT The moll ond drop domn on The older side.
TG ond 32 Ploger
• Pond
Neutrol
• Sfofue
yy» Com Tomer rm
BELGRADE
EU Control
Ruin Assets
PRC Control 16 Planer
32 Planer
Given its central
location and lack of
defensive features, the
Ruin control point is
likely to change hands
several times during the
course of a battle. The flag
is stuck in the ground at the
southern side of a damaged
skyscraper.
Attach
The general openness of
the Ruin makes it tough
even to approach on foot.
Try to rush it with a vehicle
whenever possible. Attackers
can find some cover around
the flag’s base, useful during
the conversion process.
The building overhang can
also provide protection from
incoming orbital strikes,
but it’s best to stay away from the flag when you’re not
capturing it.
A railgun just south of the flag is a good way to blindside
enemy vehicles attempting to rush this control point.
Recon troops may want to defend from farther out, holding
attackers at bay with their sniper rifles and demo packs.
Defenders should keep an eye on the map and study
which team holds the three surrounding control points to
determine the most likely avenues of attack.
RUIN
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
The Playground is the
EU base in 1 6-player
battles, spawning a
couple of vehicles and
serving as home to the
commander’s assets.
ED Control
Playground Assets
PRC Control 16 Plauer
33 PlauEf
L-S
Orbital Strihes —
com TOWER
IG and 33 Player
• Ruin
Neutral
• Statue
> ■ I,
FV* Playground m
Although the Com Tower
control point offers no
vehicles or defensive
weapons, its central position
makes it a valuable piece
of territory. Situated in a
small courtyard park tucked
among skyscrapers, the
control point is somewhat
insulated from the chaos
surrounding it.
nrroch
The perimeter wall and
nearby trees make it
impossible for any vehicles
other than battle walkers
to approach the control
point. But even walkers
have difficulty navigating the narrow paths between trees,
making them vulnerable to ambushes. For this reason,
move in on foot, bringing along plenty of automatic
weapons and a few shotguns, if available. Use the objects
around the flag for cover and consider deploying a sentry
gun or two to help fend off counterattacks.
of camping out near the flag, move out among
e trees and watch the control point from a distance.
But before moving out, consider deploying some demo
packs and sentry guns around the flag. Most attackers
will funnel in through the alleys to the north or south. Use
assault rifles and light machine guns to cut them down
before they can even reach the flag. But keep an eye on the
flag’s status, and be ready to counterattack or detonate
explosives if it’s neutralized.
Radar Station —
This sparse courtyard
features a few trees,
a couple of swing
sets and a basketball
court — hardly enough
cover for a full-scale battle.
Players spawning at the
Playground can get a quick
jump on the Com Tower by
advancing through the alley
to the north.
Hrrach
Unless you’re in a battle
walker, it’s impossible to
get close enough to the flag
to convert it. You’ll usually
need to take this one on
foot. Still, use vehicles to
get as close as possible
before rushing the flag. The
nearby apartments are likely
to house snipers and other
defenders using the flag as bait. Carefully survey the area
[preferably with a UAV) before moving in to capture the
flag.
Defend
The low wall surrounding the Playground offers some
protection, preventing most vehicles from approaching
the flag. A railgun is positioned near the main road to the
west and can engage incoming vehicles from the north
and south. If the control point is contested, recon troops
(with sniper rifles) and engineers (with rocket launchers)
can rain down heavy fire on the flag area from the second-
story balconies to the north and south. These elevated
positions provide a great view of the Playground as well as
concealment.
, L.
The park's trees and rocks provide excellent cover inhether attacking or defending.
Methodically advance from one piece of cover to the next to avoid getting shredded.
Like the mall surrounding the Statue, the mall at the Playground cannot be leaped. Use
the benches on the outer side of the mall to get a boost over.
RLAYGROIINO
EMi
IG and 33 Player
EU [IG Player]/
Neutral [33 Player]
• Com Tomer
• Monorail
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copying or downloading expressly prohibited.
MONORAIL
Ell BASE
BE LO RAPE
32 Player Only
Neutral
• Playground
• Ell Base
Advancing along the monorail trach allouis players to slip past the front lines and stage
raids on northern control points litre the Ruin or PRC Base. Such maneuvers are best
performed by recon troops equipped uiith active camouflage.
El) Control
Monorail Assets
PRC Control IE Plauer
32 Plauer
Sitting just south
of the EU Base, the
Monorail is likely to
stay under EU control
for most of the
battle. The flag sits at the
base of the elevated station
platform, flanked by two
railguns.
Attach
Virtually no cover surrounds
this control point, making
it a great candidate for a
vehicle rush. Approaching
on foot is too risky, as the
area is probably covered
by snipers positioned in the
station platform or along
the monorail track. On the
way in, open fire on the two
railguns posted near the
flag. Make sure teammates
unload near the flag to speed up the conversion process.
Defend
No barricades protect the flag from vehicle rushes,
requiring defenders to use the railguns or explosives to deal
with such threats. Instead of staying on the ground, where
there’s little protection, infantry are better off watching the
flag from the elevated platform or on the actual monorail
track to the west. This is possible by entering the covered
station platform and simply jumping over to the track. Once
on the track, it’s possible to advance north, toward the
other control points, avoiding the carnage below.
m
EU CunffPl
Ell Base Assets
16 Plauer 32 Plauer
n
Orbital Sfrihes —
Radar Station —
Railoun
The EU Base is located near
the southern edge of the
map, comfortably removed
from the bulk of the fighting.
But since this is where the
bulk of the EU’s vehicles
spawn, that team will need
to take steps to keep it safe
from PAC sabotage and
theft. Like the PAC Base,
this one has two separate
spawn points. Those wishing
to grab a vehicle should
spawn at the southern point
while those moving out on
foot should spawn at the
northern point.
AM
To avoid a long walk, grab
a UAZ-8 or other vehicle
before heading out for the
EU Base. Even if attacking
from the Monorail, it’s a
long uphill climb and there’s
not much cover along the
way. All the vehicles and
commander assets are
clustered together in a
relatively small area, making
it easy to pull off vehicle
theft and sabotage operations. Those wishing to spawn-
camp can find cover and concealment in the surrounding
forest.
/j£
f W
Defend
The EU commander can handle most of the defensive tasks
around this base by spawning in as an engineer. Since most
attackers advance in vehicles, drop mines along the main
road and entrance. A railgun is positioned near the main
road leading into the base, capable of engaging attackers
approaching from the north. Manning the turret of a
parked MK-1 5 Bandit can also help deter enemy attacks.
MAP FEATURES
fift
Commander: Help your team by locating and
attacking the enemy team’s battle walker, tank, or
both with orbital strikes. Keeping friendly vehicles
healthy with supply drops is equally important.
Squad Leader: Keep in close contact with the
commander and order UAV support in low-visibility
areas (like the Com Tower) before assaulting.
Maintain mixed weapons capability within the
squad to deal with infantry and the occasional
battle walker or tank. Plant a spawn beacon near
the Statue to help maintain control of this vital
control point.
Recon: Take on a defensive sniper role by setting up near
the Statue and picking off targets at the Ruin, Com
Tower, or Playground. Sabotage attacks on the enemy
base’s commander assets are also possible with the help
of active camouflage and demo packs.
Assault: Lead attacks on control points that vehicles
can’t easily access, like the Statue, Com Tower, and
Playground. On defense, drop first-aid kits near control
points to keep your squad at full strength.
Engineer: Reinforce team-held control points by placing
mines along the western road or other heavily traveled
paths like the ramps near the Statue. Keep an eye on
the status of friendly vehicles and conduct repairs as
needed, always prioritizing the team’s battle walker.
Support: Own the wooded area around the Com Tower,
using machine guns and sentry guns to mow down
enemies advancing through the adjacent Playground and
Ruin alleys. Drop ammo packs near defensive positions to
keep engineers stocked up on mines and rockets — they’ll
need plenty to fend off vehicle attacks.
CHOICE POINTS
e Western Rood
The road running along the
western side of the map
is the only north/south
thoroughfare traversable
by all vehicles and infantry.
The chaos surrounding this
road is enhanced by the
proximity of all the central
control points, including the
Com Tower and Statue. As
a result, this area is best
avoided whenever possible —
especially when advancing on
foot. On the other hand, commanders can often find plenty
of juicy targets on this road to pepper with orbital strikes.
fl battle walker and sentrij guns can help
block fhe wesfern road, denying enemy
troops and vehicles passage.
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copying or downloading expressly prohibited.
In the 32-player battle, controlling this road is essential
to protecting rear control points from vehicle rush attacks.
Infantry can help deter traffic by placing mines and lying in
wait with rocket launchers or other anti-vehicle munitions.
Blockading the road with tanks and battle walkers is also
an option, as long as they’re supported by infantry and
frequent supply drops.
Com Tower Alleys
Capturing and holding the
Com Tower often means
controlling the alleys to
the north and south,
connecting this control point
to the Ruin and Playground
respectively. EU troops
will usually face attackers
approaching from the Ruins
while pac defenders will Exercise caution when advancing through these
often deal with assaults from narrow alleys, as they're often watched or booby-
the Playground. In either trapped bl| enemy troops,
instance, the alley pathways
can be locked down by placing sentry guns and anti-
personnel mines near these high-traffic alleyways. These
passive weapons may not be enough to stop a determined
assault, though, so support troops should keep these alleys
in their sights while hiding amid the trees and rocks.
LOGISTICAL CONSIDERATIONS
Like most head-on battles,
the bulk of the fighting in
Belgrade occurs in the map’s
center, focused mostly
around the Statue, Com
Tower, and Ruins. It’s up to
assault and support troops
to make sure teammates
have plenty of ammo and
first aid in these areas,
particularly when defending.
Commander supply drops
should be reserved for
vehicles and deployed along
the western road. Battle
walkers are likely to draw plenty of attention and require
constant repairs. All team members should make an effort
to keep their team’s battle walker in the fight as long
as possible, even if it means repairing it in the heat of a
firefight. Remember, battle walkers take a long time to
respawn, so the longer you can keep your team’s walker
alive, the better chance you’ll have at winning.
Support and assault troops need to keep ammo
and first-aid packs scattered around tbe central
control points, like tbe Ruin. Heeping pour team
healtbij and stocked on ammo can often be tbe
deciding factor.
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copying or downloading expressly prohibited.
BELGRADE
Vehicles are limited on this map, in both numbers and
maneuverability, so use them with care. If you control the
highway, you have a better chance of winning. It’s also vital to
coordinate an infantry attack on the Statue and Com Tower
control points. Each of these control points has its own
advantages; controlling both should give you the upper hand.
Monorail
FEATURES: Monorail station, destroyed vehicles, craters.
ATTACK: It should be fairly easy to take this control point. You
can use your vehicles in several different ways to assist in
the capture, but the best way is to try to stay on the main
road. You can drive in behind the monorail station, but the
road is much narrower here and you might be vulnerable
to ambushes.
DEFEND: You should be able to cover all entry points with the
static weapons. Infantry should take cover in the buildings
and around the parked cars, but they can also climb up the
monorail station to get a height advantage.
Playground
FEATURES: Tall residential buildings, park, and pond.
ATTACK: Vehicles have no access to the actual flag but can
circle around it and provide cover fire while infantry move
in and capture it.
DEFEND: If you can keep vehicles out of this yard, you have a
better chance at defending this flag. There are only two
entry points for vehicles. Use the static weapon and mines
to cover these points.
Statue
FEATURES: Large monument, large residential buildings with
balconies, a small park, and parking lots.
ATTACK: Attacking this control point can be tricky, because it’s
on an elevated platform. There are several paths to choose
from, though, both for vehicles and for infantry, and if you
can coordinate an attack you should be able to surround
the defending team. If you take this control point in the
32-player battle, you will have access to the only battle
walker on the map, so this is a key control point.
DEFEND: There are several ways into this area but you should
be able to monitor them fairly well if you have enough
soldiers up there. Mine the vehicle paths, and you will
have a much easier time holding this control point. With
the battle walker on your side, holding the point becomes
much easier.
Com Tomer
FEATURES: Narrow pathways, forest park, with lots of trees/
stones to use for cover.
ATTACK: Use the trees to your advantage and try to surround
the small Com Tower. Use the surrounding balconies to get
a slight height advantage.
DEFEND: This is a hard control point to defend; the enemies
have a lot of options for attacking. Try to stay close to the
actual Com Tower; there are many hiding places around
that area.
Ruin
FEATURES: Burned-out building, vehicle wreck.
ATTACK: This control point can be attacked with vehicles, and
that, in combination with your infantry soldiers, is your
best option for taking control.
DEFEND: The terrain makes maneuvering a vehicle difficult, and
if one gets close enough, you should be able to destroy it
with the static weapon. You should also be able to fend off
any infantry units, because the area is fairly open.
Pond
FEATURES: Tall residential buildings, park, pond.
ATTACK: There are several infantry paths into this control
point; use this to your advantage to surround it. It’s not as
accessible to vehicles, although they can get up here.
DEFEND: The two static weapons should provide you with
enough firepower to defend against incoming vehicles.
Infantry should use the height advantage and the low walls
to fend off incoming enemy troops.
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copying or downloading expressly prohibited.
The assault on Camp Gibraltar was the first deception attack used by the PAC to draw EU forces out of position. Although
not of military significance, the site was an important staging point for refugees from the western Mediterranean
territories. On April 10th 2142, the PAC’s AA Command Division attacked the camp. The EU’s 4th and 5th Armored
Battalions fought vigorously but conservatively. The EU commander relied on sniper tactics to hold key positions in an
attempt to occupy the PAC forces as long as possible.
As the attacker, the PAC team begins the
battle with more tickets. However, a ticket
drain is in effect till they capture one of
The PAC team must grab a control point
quickly to halt the drain on its tickets. If
the team mobilizes quickly, it can capture
|Bh^ \ h
| T
'3 r ' i
[if ‘i ill
TO
the EU team’s control points. Therefore, it’s imperative that
the EU forces hold back the attackers as long as possible to
keep bleeding the PAC ticket count. All but one player should
spawn at the Toll Station and prepare to defend it, using
rockets, mines, and small arms fire to stop the PAC battle
walker and infantry. Only one player is needed to spawn at the
EU Base and bring the battle walker to the front lines. Hold
steady at the Toll Station as long as possible, using orbital
strikes and supply drops to support the defensive effort. If
the Toll Station falls, divide the team to defend the Central
Camp and EU Base. Meanwhile, try to retake the Toll Station
with the L-5 Riesig to restore the PAC ticket drain.
the Toll Station before the EU battle walker can respond. Lead
the attack with the T-39 Bogatyr with infantry following closely
behind, preferably along the western catwalk. Both the T-39
and infantry should be prepared for the inevitable L-5 Riesig
counterattack through the gate just south of the flag. Focus
fire on this narrow passage to knock out the EU battle walker,
then secure the Toll Station. Keep the T-39 near the Toll
Station to help defend it against counterattacks. Remember, if
you lose your foothold here, the ticket drain resumes. In fact,
it’s possible to fight a battle of attrition entirely from the Toll
Station. But for a more decisive victory, send infantry deeper
into the camp to capture the EU Base and Central Camp.
PRC Bose
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copying or downloading expressly prohibited.
CAMP GIBRALTAR
Ell Bose
HI
The EU strategy is the same in this
expanded map, with more control
points to defend. This time the front-
line position is the Harbor, and almost every teammate
is needed here to prevent it from being overrun by PAC
forces. Pack the road and nearby ramp with mines to
stop rush attacks by the battle walker and FAVs. Move
the L-5 Riesig to the front, too, parking it near the
Harbor flag. EU infantry should fan out and cover the
Harbor flanks from rooftops and stairways. A smaller
defensive force is needed at the Toll Station to deal
with any PAC breakthrough attacks. Even if the Harbor
falls, the line must be held at the Toll Station as long as
possible — this is the strongest defensive position on the
map. If the PAC forces capture the Toll Station, they’ll
have an easy time infiltrating the remaining control
points to the south. If necessary, rally around the EU
Base as a last resort. Maintaining the L-5 spawn point
(and the commander assets) is your best chance at
staging successful counterattacks.
Once again, the PAC force must
strike quickly to end the drain on its
ticket count. Rush the Harbor with
the T-39 Bogatyr and FAVs in an attempt to overwhelm
the defenders before their battle walker arrives. The
Harbor flag falls quickly if you can get a few vehicles
around it. Instead of grinding against the Toll Station,
solidify defenses at the Harbor while sneaking infantry
along the western catwalk system to infiltrate the
southern control points like the Central Camp and EU
Base. Before assaults, squad leaders should deploy
spawn beacons to maintain a PAC presence in the south.
Such flanking attacks can be tricky on this map, but it’s
the best way to avoid bogging down at the Toll Station.
Recon troops with active camouflage have the best
chance of breaking through unnoticed. Take the EU Base
as soon as possible to shut down its battle walker spawn
point and commander assets. With a strong presence
at the Harbor and EU Base, squeeze the remaining EU
positions from the north and south till they run out of
spawn points or tickets.
PAC BASE
32 Player Onlij
PHC
This northern amphibious landing
site is the staging area for the
PAC assault on the EU-held
camp. Unlike the EU team, PAC
forces have two permanent j-jg
spawn points here, as this base
cannot be captured. Players
seeking vehicles should spawn at
PHC Base Ossets
16 Plauer 32 Plauer
— 2 _
— 1 _
— 2
Radar Station —
the northern point, while those
looking to assault on foot should RailQUfl
spawn to the south, closer to
the Harbor control point.
Attack
Although the PAC Base can’t
be converted, EU troops need
to put some pressure on the
enemy, particularly at the
start of the battle. Instead of
rushing the base, hold back
near the Harbor and engage
PAC forces at a distance with
rocket launchers and sniper
rifles. Once available, orbital
strikes can be devastating
Iwhen focused on the
[bottleneck at the Harbor’s
[entrance.
Defend
PAC troops should focus
mostly on getting off the
beach as soon as possible
and securing a new spawn
point within the camp. But a few defenders should take
steps to prevent the damage and theft of spawning
vehicles. Sentry guns are the best way to deter infantry
attacks, and should be placed on the northern end of
the beach near the T-39 and UAZ-8 spawn points. Three
railguns are also available on the eastern and western edge
of the beach, useful for taking out any vehicles that move
within range.
Jf*-
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copying or downloading expressly prohibited.
HARBOR
" 16 and 32 Player
“is
PHC [IB Player]/
• PHC Base
EU [32 Player]
• Toll Slalion
EU Control
Harbor Assets
PRC Control 16 Plauer
32 Plauer
— Orbital Stfihes 2 —
— Radar Station
In the 1 6-player battle,
the Harbor serves as
the PAC Base, and is
named as such. But in
the 32-player battle,
the Harbor starts off
as the EU’s front-line
position. Holding the
Harbor as long as
possible is critical to a
EU victory, but the team must
work together to withstand
the PAC onslaught.
Attach
When attacking from the PAC
Base on foot, avoid frontal
assaults as much as possible.
Instead of rushing up the main
access ramp to the northwest, use breaches in the nearby
fence to get off the beach, such as the one to the north. Once
in the Harbor facility, use cover and try to flank the flag from
the east or west. Vehicles, like battle walkers, can advance right
next to the flag and begin converting it immediately. But such
bold maneuvers are usually met with a barrage of rockets and
the blasts of the demo packs and EMP grenades. Instead, use
fire support from battle walkers and FAVs at a distance while
infantry move in for the capture. Once PAC troops secure the
Harbor, they can access the camp’s elaborate catwalk system,
allowing for deeper infantry incursions.
In the early moments of a battle, it’s up to EU infantry to hold
this position, at least till vehicle reinforcements from the EU
Base arrive to help out. The easiest way to halt the PAC assault
is to keep the enemy pinned on the beach. But if the PAC
troops get too close, they can infiltrate the Harbor facility via
the ramp or the fence breaches to the north and south. Cover
these areas with both anti-personnel mines and sentry guns. In
addition, scatter anti-vehicle mines along the Harbor ramp. The
EU battle walker and FAVs can help hold back attacks at these
points, too. In the event PAC troops push through the first line
of defense, place some demo packs and sentry guns around the
flag for insurance. Recon troops can also cover the flag
and eastern/western flanks from surrounding rooftops.
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copying or downloading expressly prohibited.
TOIL STATION
£3^
1G and 32 Planer
EU
wfeniil
1
• Harbor
• Central Camp
El) Control
Harbor flssefs
PHC Control IE Planer
32 Planer
This large plaza
provides the EU with
another opportunity
to stem the pac Railoun Hailoun
advance. The flag sits
out in the open, and can be
easily approached by both
infantry and vehicles. But
the surrounding catwalks
and accessible rooftops give
defenders a clear shot at
any capture attempts.
Rtroch
A coordinated infantry and
vehicle attack is the best
way to convert this control
point. Infantry should move
in slightly ahead of the
vehicles, assaulting along
the catwalk system. This
system can be accessed
from the Harbor to the
north or just outside the Toll Station’s northern wall. While
infantry suppress and distract defenders from above, the
battle walker should move in for the capture. FAVs can also
rush the flag, unloading troops for a quicker conversion.
Attacking simultaneously from the ground and catwalks
helps destabilize any defensive efforts, greatly enhancing
the chance of success.
Defend
The majority of attackers will hit this control point from
the ground, rushing through the Toll Station gates north
of the flag. These gates are a key choke point when the
enemy advances from the Harbor. Anti-vehicle mines placed
at the two large gate openings can halt enemy FAVs and
battle walkers. Engineers with rocket launchers and the
team’s battle walker can also suppress vehicle attacks by
focusing their fire at these narrow entry points. Infantry
attacking from the Harbor will usually advance along the
western catwalk. As such, recon troops [with sniper rifles)
should focus their fire on this area — the rooftops to the
east and west of the flag are ideal sniper perches. Placing
anti-personnel mines and sentry guns along the catwalks is
a good idea, too.
Defend
Since the control point can be infiltrated from several
directions, focus on covering the flag and its capture
radius as opposed to every possible entry point. Compared
to other flags on this map, the Central Camp’s capture
radius is very wide — this is why it can be converted from
within the northern tunnel. A pair of inward-facing sentry
guns can cover the two staircases flanking the flag. Demo
packs are less effective here because of the large capture
radius, but can still pack a deadly punch if placed near likely
capture areas, such as the southern tunnel and the tops of
the two staircases.
EUConfrol
Harbor Assets
PHC Control 16 Plauer
32 Plauer
Bail Hailoun
l— l
The Central Camp’s
flag is positioned
on a large elevated
platform, locking out
all vehicle capture
attempts. But the thick walls
surrounding this control
point also prevent vehicles
from directly defending the
flag. It’s solely up to infantry
to capture and defend this
hotly contested area.
Rtrach
There are only a few ways
to attack this control point,
none of them easy if the
enemy puts up a defensive
effort. The most obvious
and direct path is from
beneath the platform, using
one of the two staircases.
If you’re expecting heavy
resistance, however, opt for one of the two catwalks to the
south or west. Access these catwalks by using one of the
ladders to the south, along the adjacent elevated walkway.
The southern catwalk is the best option, allowing you to
capture the flag without actually stepping out onto the
platform. Simply hold in the northern tunnel until the flag is
converted.
RUINS
• Central Camp
• Ell Base
p 16 and 32 Player
Ell
Ruins Assets
PRC Control 16 Planer
EU Control
32 Planer
Radar Srarion —
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copying or downloading expressly prohibited.
EU BASE
The Ruins control
point serves as the
convertible EU Base
in 1 6-player battles,
spawning a valuable
L-5 Riesig. It plays
a less crucial role in
the 32-player battles,
providing no assets at
all. In the 1 6-player
variation, the flag sits outside
the main structure to the
west, making it capturable by
vehicles. But in the 32-player
battle, the flag is secured
within the damaged structure,
sitting in the center of a small
courtyard.
MfflCk
In 1 6-player battles,
attacking the Ruins is pretty
straightforward. Simply rush
the flag and wait till it’s
captured. Of course, this
is best accomplished with
a battle walker. Because of
the dragon’s teeth placed at
the gate to the north, FAVs
cannot advance on the flag or
farther south. Tactics change
in the 32-player battle, with
the flag positioned in the tight
courtyard. On foot, cautiously
32 Player Only
EU
• Ruins
Ell Base Assets
EU Control 16 Player 3B Plauer
— 1
— 2
Radar Station —
16 Player: Ell Base
32 Player
advance through one of the
tunnels to the north, west, or south. Instead of crouching
next to the flag, hold back and capture the flag from within
one of the tunnels. This provides some concealment as well
as some cover from retaliatory orbital strikes.
Like the flags of
the Central Camp
and Ruins, the EU
Base’s flag sits in
the center of a large
courtyard surrounded
by tall, thick walls.
While vehicles can
assault and defend
the exterior, it’s up to
infantry to fight over this
flag, maneuvering over
and around pieces of the
collapsed central platform.
(Mack
This crucial flag can be hit
from the east or west, via
tunnels on the ground or
upper level. To avoid being
picked off by defenders
positioned above, it’s best
to enter through one of the
upper-level entrances. A pair
of staircases are available on
the western side, providing
access to the courtyard
through two narrow tunnels. But both of these tunnels exit
onto collapsed portions of the platform, requiring you to move
close to ground level to enter the flag’s capture radius. The
eastern approach is a little better. Either climb the ladder
outside or advance across the catwalk connected to the
adjacent building to the east and enter through the narrow
tunnel. The eastern side of the platform is level, ensuring that
no defenders have a height advantage on you. Hold the high
ground while within the capture radius to convert the flag.
Instead of centering the defense on the flag, work on
locking down the narrow choke points to the north. Place
sentry guns near the gate [barricaded with dragon’s teeth)
and the adjacent alley to the east to slow infantry attacks.
Hide mines among the dragon’s teeth to surprise enemy
battle walkers approaching from the north. Also, toss a
few anti-personnel mines in the alley to the east, hiding
them behind crates. At the flag, sprinkle around some
demo packs, making sure the tunnels are covered during
32-player battles.
Keeping attackers away from the building is the first line of
defense and is best accomplished by patrolling the eastern
side of the building and surrounding streets with the battle
walker. Drop some sentry guns outside the eastern side of
the building too. Since the flag can be captured from the
platform and the ground, defending the courtyard interior
requires more manpower and resources than usual. Sentry
guns are needed at the platform and ground level, facing
east and west — deploy them near the corners for maximum
coverage. Avoid dropping anti-personnel mines in the
tunnels, as they’re often traveled by your own troops and
may result in team kills. Instead, cover the tunnels with
automatic fire from support and assault troops.
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copying or downloading expressly prohibited.
Commander: Keep the orbital strikes firing in
this map as often as possible, using it to soften
defensive positions or annihilate targets crowded
around bottlenecks. The battle walkers are another
key concern and it 5 s up to you to keep them healthy
with supply drops. Constantly run radar scans to
locate enemy units attempting to break through the
front lines positions.
Squad Leader: Keep the squad informed of the latest
objective using either the tactical map or VoIP.
Lone-wolf tactics fail miserably during this assault
battle and it’s up to you to keep everyone focused
and within support range. PAC squad leaders
should always carry spawn beacons and drop them
deep in EU territory, near the Central Camp, Ruins,
or EU Base.
Recon: At the start, choose a sniper load-out and take
up elevated positions to pick off enemies at the Harbor
and Toll Station. As the battle moves farther south, go
special ops and use active camouflage to stage sneak
attacks or demo packs to defend.
Assault: Keep your teammates alive with first-aid kits
and defibrillator shocks. The shotgun upgrade for your
assault rifle can come in handy for the close-quarter
fighting around the southern control points.
Engineer: When defending, load up on mines and pack
them into the map’s narrow choke points around the
Harbor and Toll Station. Attackers will find the AE
defuser helpful for disabling explosives.
Support: Stick with the machine guns in the fighting
around the Harbor and Toll Station, but consider going
with the shotgun around the southern control points.
On defense, build sentry guns around control points and
keep engineers stocked on rockets and mines.
KEY CHOKE POINTS
Harbor Entrance
In 32-player battles, the
EU defenders can rack up
tons of kills by setting up on
the northwest Harbor edge
and raining fire down on
the beach. This is especially
true if the PAC attackers
attempt to advance up
the narrow concrete ramp
to the northwest. Orbital
strikes in this bottleneck are
devastating. To avoid such
carnage, PAC forces should
attempt to flank the Harbor from the wide-open northern
side. Infantry can also flank from the south, climbing
ladders to access the Harbor facilities.
This romp near [Fie Harbor is liHelii to be mined bij
EU defenders. PRC troops and vehicles should find
another may around.
EU defenders have another
major choke point waiting at
the Toll Station. There are
only two open lanes at the toll
plaza north of the flag, making
1 it relatively easy for defenders
jrto stop vehicle traffic with
{mines and some well-aimed
Irockets. A third gate to the
Vehicles advancing through the toll plaza should south of the flag is the only
expect mines and vollegs of incoming rochets, vehicle passage providing
access to the southern half of
the camp. No matter who holds the Toll Station, controlling
traffic through this southern gate is very important.
LOGISTICAL CONSIDERATIONS
r Without adequate first aid,
the average player’s life span
is very short on this map.
: Therefore, most players
! should opt for the assault
troop kit and drop first-aid
skits at key areas. This is
^ lparticularly important around
^*#the Harbor and Toll Station,
Drop first-aid hits in high-traffic areas, where it’s necessary to
preferably behind some sort of cover. Healing hold positions despite heavy
tahes a inhile and its best if you're not exposed incoming fire. Both teams
to fire LUtlile patching up. can benefit from first-aid
kits deployed along the
catwalk system. Try dropping them in the towers,
giving teammates a chance to heal while behind
cover. Team commanders can help with supply
drops, but these should be reserved entirely
for the battle walkers. The EU’s L-5 Riesig in
particular should never be too
far from a supply crate when
defending the Harbor and
Toll Station.
Ruins
FEATURES: Damaged modules from the initial bombing of
the camp.
ATTACK: This area provides excellent cover for your infantry; the
defending battle walker will have problems spotting all the
attackers. Use this to your advantage and sneak up to the
enemy battle walker with explosives to knock it out. Carry
EMP grenades or other anti-vehicle weapons with you.
DEFEND: Having control of the catwalks will be useful around
this control point, as with most flags on the map.
EU Bose
FEATURES: Base of operations for EU.
ATTACK: Try to steal the EU battle walker by sneaking behind
the modules. Make sure the enemy does not get out of the
area, to prevent the recapture of your flags in other parts
of the map. A few soldiers on the catwalks assures a full
overview of the area.
DEFEND: Do not let the battle walker stand unused. If the
enemy succeeds in stealing it, you will find yourself fighting
two battle walkers.
Harbor
FEATURES: A train station leads to the Harbor area, which
suffers from low water levels.
ATTACK: Make good use of the vehicles, which are your
advantage against the defenders. If you move fast, the
defenders will not have time to bring in their heavy vehicles
until it’s too late.
DEFEND: Try to keep your foes at bay until you get all your
vehicles to support your defensive positions. Use rooftops
and catwalks effectively to get height advantage.
Central Camp
FEATURES: A densely built camp with living quarters/modules.
ATTACK: The area has a lot of cover, which infantry can use
to surprise defending forces, taking unexpected routes
around the camp. If you can take any of the rear control
points before this one, your attack on this position should
be easier.
DEFEND: Man the railgun at all times to keep the enemy battle
walker out of the area. Use your own battle walker to fend
off any enemies attempting to come through the gate.
FEATURES: A toll station to clear all incoming cargo from the
docks.
ATTACK: Only an effective team with coordinated attacks can
get through this bottleneck. Use the catwalks to pick off
defenders, letting your own team progress through the
area.
DEFEND: Dig in by using all rooftops and catwalks; mine the
toll station to hinder the battle walker. To simplify defense
coordination, have one squad take care of the catwalks.
EU: Use all catwalks, roof, and cover to dig in and stop any
PAC advance with a coordinated defense line. Your height
advantage is crucial to your defense.
PAC: Capture the Harbor will give you a much better base
of operations than you had at the beach, where you were
very vulnerable. From then on, it’s an extremely tough
battle to take all the control points. The best strategy
to win the map against a tough enemy is to make full use
of the squad system. Use teamwork and the IMetBat™
Battlefield System, and unlock items such as active camo
so that you can sneak around to capture some of the back
control points. Then loosen up the defense lines at the
front by creating chaos and panic in the EU rear. Squad
members should stick together at all times; teamwork is
extremely effective in combat and flag-capturing. Members
of a squad should respawn with their squad leader at all
times. Use the commander for all he’s worth in this map.
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copying or downloading expressly prohibited.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
CERBERE LANDING
By 2142, Cerbere Landing was the last EU stronghold on the European continent. The port served as the chief defensive hub
for the EU’s Northern Mediterranean operations. Tasked with seizing the harbor, PAC General Zhang Yuan used commando
units equipped with the new IT-33 Optical Camouflage to infiltrate the city. Once inside, they sabotaged the defenses, allowing
the General to land his forces in the main harbor. There they faced the Hell Brigade, the EU’s premier infantry unit, assigned to
defend the city. The ensuing violence would establish Cerbere Landing as the most fierce and costly battle of the Cold War.
QmiHi flffirPQ
HI
You can maintain a ticket drain on the
PAC forces by holding strong at the
Town Center while retaining control
of the Roadblock Area and Command Center. If the PAC
hold all three control points, the EU team’s ticket count
will start to bleed. Control the central and western roads
with mines and rocket fire to prevent the enemy’s FAVs
from breaking through and attacking the northern control
points. Use your MK-1 5 Bandit to help hold the Town
Center by gunning down PAC infantry with its turret. The
MK-1 5 is also useful for staging swift counterattacks
if one of the control points falls into PAC hands. If
necessary, make your last stand at the Command Center,
using sniper tactics, booby traps, and Orbital Strikes to
inflict heavy casualties on the attackers.
Stopping the ticket drain is the PAC’s
first priority. Instead of grinding
against the Town Center along the
central road, flank it by sending the UAZ-8 Ocelots up
the western road. From there they can drop off troops
and assault the Town Center from the west, or proceed
north and attack the Roadblock Area or Command
Center. Both northern control points are lightly defended
during the battle’s early moments, making them
vulnerable to rush attacks. Take the Command Center
quickly to knock out the EU commander’s assets and
obtain another FAV. Plus, with spawn points to the north
and south, it’s easier to assault the remaining central
control points.
Command Center
The PAC ticket count bleeds from the
start. To ensure that their tickets
continue to drain, bulk up southern
1 1 idi ipuuuei, reinforcing the roads around the Town Center
and Church with mines and sentry guns to prevent
breakthrough attacks. Monitor the control point status
throughout the battle and maintain a solid east/west
line, even if it means falling back to the north. If most of
the team stays on defense, you can put up a good fight
at the Roadblock Area by using the narrow streets and
alleys to stage ambushes. Regardless of the situation,
don’t give up the Command Center without a fight. It’s
the strongest defensive position on the map and holding
it offers your team’s best chance of survival.
To stop the ticket drain, capture the
Church, Towncenter, Roadblock Area,
or Command Center. While the EU
defenders are distracted at the Town Center, rush the
Church with the UAZ -8 via the eastern dirt road. Securing
the Church allows you to open a new front on the EU’s
eastern flank. Defend the Church while launching covert
attacks on the northern Command Center. Don’t leave the
Command Center for last. Even an unorganized EU team
can hold out there with ease. Instead, force them to make
their final stand at a control point easier to lay siege to,
like the Town Center or Church.
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copying or downloading expressly prohibited.
Command Center
CERBERE LANDING
Radar Station —
the EU team are
the defenders, PAC
troops can convert
this control point.
Capturing this
control point should
always be a PAC priority,
mostly to knock out the EU
commander assets. The PAC
team also gains an extra
FAV here. The flag is posted
on a balcony on the main
building’s northern side.
Infantry must assault the
building and convert the flag
at close range.
Attack
Reaching the Command
Center’s grounds can be
a challenge for attackers.
If attacking on foot, slip
around the fence to the
southwest, near the orbital
strike radar. Once inside
the fence, climb the main building’s western steps to
reach the flag. The path to the flag will be booby-trapped,
so assault troops equipped with defibrillators should hold
back and be prepared to revive their teammates. Squeeze
as many friendly troops as possible inside the capture
radius to convert the flag quickly. This is the only flag on
this map that vehicles cannot convert. Still, vehicles can
support the assault by advancing up the main road to
the east and providing fire support during the capture
process. Distracting defenders is a help to your vulnerable
teammates packed around the flag.
This northernmost
control point serves
as the EU base in
both battles. Because
Command Center Assets
EU Control PAC Control 16 Player 32 Player
MH-15 URZ-8 1 1
Defense
Lock down this control point with a layered defensive
setup. First, cover the eastern road with mines and other
explosive surprises to prevent enemy vehicles from rushing
the Command Center grounds. Manning the railgun
along the road is helpful, too. In the 32-player battle, a
second railgun is positioned on the northeastern building,
offering a great view of the facility. Next, position anti-
personnel mines and a sentry gun near the southwestern
fence breach. After you cover the two entry points, plant
demo packs around the flag. The same recon troops who
deployed demo packs can serve as defensive snipers
positioned on the northern rooftops. Here they can watch
and detonate their explosives as well as pick off enemies at
long range.
16 and 32 Player
EU
• Command Center
• Toinn Center
• Church
COMMAND CENTER
ROADBLOCK AREA
EU Control
Roadblock Area Assets
PRC Control 16 Plauer 3B Plauer
Heavy fighting has
left this quaint part
of the town heavily
scarred. The narrow
streets and alleys wind
between damaged buildings,
passing flaming wrecks and
scorched craters. All these
features work in the EU’s
favor, helping slow the PAC’s
northward thrust. The flag
sits in a small courtyard off
the eastern road, at the
base of a steel platform.
Attack
Because of the numerous
obstacles in the area,
assault this control point on
foot, sticking to the eastern
side of the town. Bring along
automatic weapons and
shotguns to aid in close-
quarter firefights. You can convert the flag from the ground
or from atop the adjacent steel platform. For cover and
concealment purposes, stay on the ground, hiding in the
shadows beneath the platform. FAVs and battle walkers
can convert the flag, too, but they’ll have a harder time
reaching it unnoticed and unscathed.
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copying or downloading expressly prohibited.
i‘ il * h- i f
16 and 32 Player
EU
• Roadblock Area
*n l
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copying or downloading expressly prohibited.
Defense
Instead of covering all possible avenues of attack, center
defenses around the flag first. Drop a few demo packs
around the flag and on the steel platform. A sentry gun
placed beneath the platform is another good way to surprise
attackers. After you secure the flag, turn your attention to
the central and western roads. Both vehicles and infantry
will move along these paths. Slow them with automatic and
rocket fire. Although dragon’s teeth block the western road,
battle walkers can step over them. Hide mines among these
concrete obstacles to halt walker advances.
CHURCH
32 Player Only
• Roadblock Area
• Touin Center
• Office Ruins
Ell Control
Church Assets
PRC Control IE Planer
32 Planer
Sitting along the
main road, the
Church grounds are
accessible in both
battles, but serve
as a control point only in
32-player matches. At the
start of such battles, this
control point is a jumping-
off point for EU defenders
eager to capture the neutral
southwestern Office Ruins.
Attack
The flag’s close proximity to
e main road makes it easy
vehicles to rush. Both
FAVs and battle walkers can
stop near the flag, convert
it, and move along to the
next one. When assaulting
on foot, avoid the chaotic
main road. Instead, use
the dirt road to the southeast. PAC troops spawning at
the Harbor can use this path to bypass the heavy fighting
in the map’s center and flank the Church grounds from
the east. Another dirt path is to the north, useful when
assaulting from the Roadblock Area. The flag’s capture
radius is wide, covering most of the western courtyard.
Take cover among the rocks, walls, or benches while
converting the flag.
TOWN CENTER
16 and 32 Player
• Roadblock Area
Ell
• Church
rv _
^•jtoufh Dffices/Office Ruins ^
In both battles,
the Town Center
is an EU front-line
EU Control
Town Center Assets
1 PRC Control 16 Plauer 32Plauer
position likely to
RailQun
Railnun — 2
see heavy fighting.
At the start of 32-player
battles, EU troops should
spawn here and assault
the neutral southern Office
Ruins. The control point’s
flag is positioned on the
rectangular courtyard’s
western side, easily
accessible by both infantry
and vehicles.
Attack
Attacking the Town Center’s
cramped courtyard in a
vehicle is dangerous. The
access point off the central
road is a popular spot
for ambushes. Instead,
approach the control point along the western road and
infiltrate the courtyard on foot. Flank the courtyard from
either the north or south. Avoid moving through the central
shadowy alley to the west, as it may be mined or covered
by a sentry gun. After you secure the courtyard, however,
the alley is a good (albeit obvious) hiding spot when
converting the flag.
Defense
The perimeter wall and other obstacles around the
Church’s flag lend themselves to point-blank defensive
ambushes. Plant mines and other explosives in the main
road’s access point to stop vehicles. The railgun outside the
main wall has a good view of the main road to the south,
too. Deploy sentry guns in the western courtyard around
the flag to surprise infantry pouring in through the wall’s
breach points. Cover the eastern approach with snipers
positioned along the nearby tree-covered hills.
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copying or downloading expressly prohibited.
CERBERE
LANDING
Defense
You can attack the Town Center from every direction,
so focus most defensive efforts around the flag. Still,
there are a couple of oft-traveled avenues of attack you
should always cover. The most crucial is the path off the
northeastern central road. This is the only way vehicles can
access the courtyard, so it’s a good idea to place mines
or other explosives at this chokepoint. Another hole is the
courtyard’s southeastern corner. Cover this area with a
sentry gun or automatic weapons to prevent infantry from
climbing the southern slope. Attacks from the north and
west are harder to predict, so scatter demo packs around
the flag for insurance.
SOUTH OFFICES
Defense
With the exception of the commander assets, there isn’t
much here worth defending. Still, some sort of suppressive
effort is required to help your team advance up the
northern hill. Instead of sending both UAZ-8s to assault
control points at point-blank range, use at least one of their
turrets to lay down heavy fire on the EU troops positioned
around the Town Center. The longer you can keep their
heads down, the better chance your team has of capturing
a control point and ending the ticket drain.
OFFICE RUINS
The South Offices appear only
in the 16-player battle, and
serve as the PAC’s base. PAC PUC COfltfOl
troops spawning here have UflZ~8
South Offices Assets
16 Plauer 32 Plauer
2 —
an uphill battle ahead of them Qr|]jf(]| Strikes
as they struggle to capture a
control point to halt the drain
Radar Station
.VJ
on their ticket count. It’s best
that they capture the nearby
Town Center when possible,
as the low terrain around
the South Offices does not
ease their plight.
Attack
When it comes to attacking
the South Offices, think long
range. Take up positions
near the Office Ruins to the
west or the northern Church
and hammer the PAC troops
with sniper and rocket fire
as they attempt to scramble
up the hill. Even a half-
hearted offensive effort can
keep the PAC troops pinned.
Sabotaging the commander
assets is a dangerous task as long as all enemy troops
are spawning at the South Offices. Either hold off on such
missions till the PAC grabs another control point, or sneak
in with active camouflage.
Attack
The quickest way to hit the
Office Ruins is from the
central road. Rush it with
an FAV or battle walker and camp in the capture radius
till the flag is converted. But if you’re on foot, take a more
cautious route, using either the dirt road south of the flag
or the lengthy northern staircase. The flag has a large
capture radius, making it possible to convert from within
the damaged building. This is the preferred method, as
there’s little cover outside.
Reaching the Office
Ruins when possible
is a key concern of EU COfllTOl
both teams at the RflilQUIl
start of 32-player
battles. This is the only
neutral control point on the
map, and capturing it has no
affect on tickets. However,
the PAC team can convert
the flag first and secure a
spawn point near the Town
Center in the process. Once
captured, friendly troops
have direct access to the
western road, providing
quick access to the Town
Center and Roadblock Area.
Office Ruins Ossets
PHC Control 16 Plauer 32 Plauer
Railoun — 1
32 Player Only
Neutral
• Touin Center
• Church
32-PlapOnlii
• Office Ruins
Harbor Ossets
POC Control IE Plauer 3B Plauer
UflZ-8 — l
m — l
Orbital Strikes —
Radar Station —
The Harbor is the PAC Base
during 32-player battles,
providing the map’s only
battle walker. This valuable
vehicle spawn point and
the commander assets will
lure a steady stream of
EU saboteurs and thieves,
requiring the PAC team to
devote some manpower
to the base’s defense. The
Harbor has two spawn
points, one to the east
nd one to the west. If you
nt to camp at the vehicle
, use the western
one if you want the T-39
Bogatyr, or the eastern point
if you want to race around in
the UAZ-8 Ocelot — parked in
a garage.
fllloch
Unless you have an FAV,
avoid assaulting the Harbor
from the central road.
This is a high-traffic area,
frequented by most PAC
units heading north. Instead, approach from the northeast,
using the dirt road originating near the Church. The Harbor
facility is huge, so use the map to locate your target,
whether it’s the T-39 or commander assets. If you feel
no shame about base-camping, you can also find plenty of
places to snipe from — you can access all building rooftops.
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Defend
Because of the Harbor’s size and its spread-out assets,
focus on locking down the two main access points. Toss
mines along the central and northeastern roads to keep
enemy vehicles out. Infantry attacks are harder to defend
against as most of the facility’s northern edge is open.
Prioritize assets and focus defenses on them. For example,
grab a recon kit with a sniper rifle and demo packs to keep
an eye on the T-39 spawn point to the west — the crane or
nearby ship both provide excellent views.
HARBOR
Defense
Keep your distance from the Office Ruins and engage
attackers as they approach the flag. The tall concrete
bunker to the south is an awesome defensive position
offering a great view of the nearby flag as well as the
Harbor. Recon troops and engineers posted here can
watch the flag and use sniper rifles, demo packs, or rocket
launchers to fend off attacks. The platform structure on
the northern hill is also a good overlook position — this is
where the railgun is located. Defend the Office Ruins from
the north only when your team also holds the Town Center,
though. Otherwise you might catch a knife between your
shoulder blades while gazing south.
Commander: Leave it up to your squad leaders to tell
you when and where they need UAV reconnaissance
and supplies. Focus orbital strikes on bottlenecks
like the central road and Roadblock Area. As the
EU commander, keep tabs on the PAC battle walker
and disable it with orbital strikes.
Squad Leader: Squad discipline is a must, so
make sure all squad mates are on task, whether
attacking or defending. Maintain contact with the
commander and request support as needed. As the
attackers, PAC squad leaders should carry spawn
beacons and drop them east of the Church or west
of the Town Center till the southern control points
are taken.
Recon: EU defenders make the most of the kit’s sniper
capability. Set up near the Church or Town Center
and pick off PAC troops charging up the central road.
Reinforce flags with demo packs, too. PAC attackers
should use active camouflage to sneak past the front-line
positions and capture northern control points like the
Command Center.
Assault: This kit’s assault rifles are useful in both offensive
and defensive roles, particularly around the Roadblock
Area, where automatic fire (or the shotgun upgrade) is
a must. In the south, use the rocket upgrade’s air burst
mode to blast enemies hiding behind walls.
Engineer: EU engineers must lock down the main roads
with mines and rocket fire to prevent PAC vehicle rush
attacks. PAC engineers must keep the battle walker
repaired and defuse EU explosives during the march
north.
Support: Double your firepower by placing a sentry gun
nearby and focusing your field of fire in a narrow space.
The streets and alleys around the Roadblock Area are
ideal for such setups.
CERBERE LANDING
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KEY CH0KEP01NTS
LOGISTICAL CONSIDERATIONS
i At the start of the battle,
SR the EU defenders should
Church and Town Center,
using ammo and first-aid
-* J support troops. A steady
v; * Jj supply of ammo is necessary
to keep EU engineers
EU support troops Should drop ammo packs Of [Fie stocked on rockets and
front-line positions, mostlij to keep engineers mines. The pac team must
Stocked up on mines and rochets. resupply and heal while on
the move. As such, each
squad should consist primarily of assault and support
troops. PAC commander supply drops should be reserved
for repairing and rearming the T-39 Bogatyr. Keeping this
battle walker in the fight is crucial to the PAC assault. To
streamline communications, the T-39 crew may want to
form their own squad, allowing the squad leader to speak
directly to the commander and crew member.
ip • m JgKTfM * n south, the main
1 I route traveled by the PAC
Attacking PAC units should ovoid [he central rood, team can dish out serious
using the roads to the east or west instead, damage by covering this
road with mines, snipers,
automatic fire, and orbital strikes. PAC troops hoping to
avoid this meat grinder should use the dirt road leading
out of the Harbor’s northeastern corner. This leads to
the Church’s eastern side of the Church. A similar road
runs along the map’s western edge, too, accessible near
the Office Ruins. Both infantry and vehicles should use
these paths in an attempt to divide the attention of the EU
defenders.
The central and western
roads running through the M
town near the Roadblock
Area provide the EU with
another useful chokepoint.
Defenders should clog these
narrow paths with mines and I
sentry guns. Support troops ^BR*^3
and snipers are effective at
suppressing enemy infantry Support troops equipped With Sentrq QUnS
moving along these roads. can la 1 down on incredible amount of fire
PAC attackers should avoid on fllese naff011) foads -
this fight by capturing the
Command Center before assaulting the Roadblock Area. If
they must advance through the town from the south, it’s
best to move along the eastern alleys.
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CERBERE LANDING TESTED TIPS
Town Center
EU The EU has to use the high ground to prevent the
PAC from getting a good foothold in the town. You need
some soldiers who can take out heavy armor, or the
battle walker will slaughter the defense forces. Hold the
Command Center at all times, because it is difficult to
fend off an attack coming down from the hill while you are
getting pounded from the south. With no heavy armor at
your disposal, recapturing the Command Center can be
difficult.
PAC: To win this battle, the PAC must get a good foothold
on the mainland coming from the docks. Taking the Church
will make the fight for the Town Center easier. If you can
take the Command Center, you will find it much easier
to win the entire battle, as that control point gives you
access to the enemy commander’s assets and an easier
route to assault the rest of the map.
Office Ruins
FEATURES: This area has been damaged by the pre-invasion
pounding of the area from the sea.
ATTACK: Use the battle walker to help you break through the
defenses and stir up some chaos in the enemy defense
lines. Follow up with a coordinated infantry charge as the
enemy hides from the battle walker.
DEFEND: Use the high ground to get an advantage. Dig in at
the bunkers and the barracks above the control point.
LChurch
(FEATURES: At this control point, you will find a large church
with surrounding brick walls that has taken some damage
during the strikes before the PAC landing.
ATTACK: Capturing this control point will be easier if you place
a spawn beacon behind the church. This will give you a
steady flow of reinforcements who can attack around the
church at both sides. To access the control point, use the
dirt road and paths on the far side of the large hill where
the church is located. The main road going into the town
will most likely be heavily guarded, as the spawns are close
to the road. Use the FAV parked in one of the storage
buildings close to the Harbor to support your team.
DEFEND: Alert your team if the attackers are using the far
right route, to get help defending in the forest area. It’s
the easiest way for the attackers to fight their way up,
because they have plenty of cover and pathways. Look for
enemy squad beacons in the forest and destroy them to
delay the attackers’ reinforcements.
FEATURES: This is a dense part of the town, which expands to
the town center.
ATTACK: This control point can best be accessed by making
your way up from the Office Ruins road on the far left side
in combination with an assault from the Church. Place a
spawn beacon in the parking lot just off the road coming
into the town from the left.
DEFEND: Mine the entry points to keep out the battle walker,
and use all available cover for defense.
Roadblock Area
FEATURES: The EU has attempted to put up a roadblock, but
PAC assaults have kept it from completing the barriers.
The EU forces have cleared some abandoned town houses
to make way for military housing.
ATTACK: If you control the Command Center at this point, this
control point will be easier to take than if you just attack it
head-on. There is plenty of cover near this flag.
DEFEND: You have very good areas here for defending this flag,
both on the nearby hill and on the high walls around this
control point. If you lose the Command Center before you
have to defend this flag, those advantages are gone, so
don’t give the enemy a chance to attack from that control
point.
Command Center
FEATURES: This is the main strategic objective for this stage
of the PAC invasion. A huge Command Center is erected
on the top of the hill, overlooking the entire town and the
nearby sea.
ATTACK: Use the western paths to get infantry into
the grounds, and place spawn beacons behind the
storage facilities so that you can get a steady flow of
reinforcements in. To make the attack easier, place the
beacon on the roof of the building and defend the stairs
going up to it.
DEFEND: Make sure no one gets into the base from the forest
through the broken fence. Place mines in the gate entry,
so that FAVs can’t easily race through. Protect the
stairways up to the flag and the roof, where you will find
good sniping spots.
FALL OF BERLIN
OF BilCUN
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copying or downloading expressly prohibited.
FALL
□n July 10th 2140, as part of Operation Thunder, fifteen squadrons of PAC gunships wrestled control of the skies above
eastern Germany. The victory allowed PAC Titans to airdrop entire regiments of the Northern Command Group behind the
EU’s Brandenburger Line. Surrounded, the EU Expeditionary Force quickly capitulated. The path to Berlin was cleared. On
August 15th the PAC waged an all-out offensive on the city. After two months of intense fighting, Berlin fell. The remaining
EU forces retreated to France where they would make a last stand before evacuating to Africa.
Streets
i
Maintaining the drain on the PAC
ticket count is the focus at the start
of the battle. All team members
should spawn at the Crossroads and prepare for the
PAC assault. Engineers are needed to place mines and
fire rockets at the approaching battle walker. Recon
troops should pack each flag’s capture radius with demo
packs, then fall back and provide cover with a sniper
rifle. Sentry guns placed near the flag can surprise
attackers too. If the PAC team captures the Crossroads,
center the bulk of your defenses at the Roadblock. But
station a couple of defenders at the Square too, as
breakthrough attacks are a strong possibility. More
mines, demo packs, and sentry guns can help hold these
two positions.
Stop the ticket drain by attacking and
capturing a control point. Although
heavily defended, the Crossroads is the
easiest to reach. Distract defenders with the T-39 Bogatyr
while squads attempt to flank the flag from the northern and
southern alleys — infantry should not advance along the street!
After taking the Crossroads, defend it while staging attacks on
the Square with the battle walker. Infantry can help out with
this fight by using active camouflage to bypass the Roadblock.
Capture the Square and knock out all the EU commander’s
assets. Finally, squeeze the Roadblock in the center, attacking
simultaneously from the Square and Crossroads. Use the T-39
and orbital strikes to soften up the defenders, then rush in
with infantry to convert the flag, denying the EU team a spawn
point. Afterward, defend the three control points to prevent
any stragglers from opening a new front.
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Outpost
Streets
This time the EU team has some
extra firepower to help stop the PAC
assault. While most of the team
digs in at the Crossroads, no more than two or three
teammates should spawn at the Outpost and bring the
L-5 Riesig and AVM-2 Groundhog to the front lines.
Keep both vehicles in the street west of the Crossroads.
From here they can watch the flag as well as prevent
breakthrough attempts. Hold the Crossroads as long as
possible to maintain the drain of the PAC ticket count.
If it falls, retreat to the Roadblock and Square. It’s also
a good idea to reinforce the Outpost to defend against
sneak attacks. The Roadblock is hard to hold, but the
Square provides more defensive opportunities, especially
if supported by the battle walker and APC. Make sure
both streets leading to the Outpost are adequately
defended at all times. The vehicle spawns at the Outpost
are crucial to an EU victory. Without them, the PAC
team has a tremendous advantage in firepower and
mobility. Don’t let the Outpost fall!
'M
Once again, the PAC team must grind
against the Crossroads in an attempt
to stop its ticket drain. Even with the
additional APC, breakthrough attempts are very difficult,
given the likelihood of mines and other nasty surprises
on the western streets. Instead, rush the Crossroads
with the T-39 and infantry before the EU’s vehicles can
respond. Once you’ve captured the Crossroads, set up
stiff defenses to defeat the inevitable counterattacks.
Next, focus on taking the Square and Outpost, bypassing
the Roadblock altogether. The APC or recon troops
equipped with active camouflage can often break through
the chaos and hit these western control points with
minimal opposition. Capturing the Outpost should be
the primary goal. Without its battle walker or APC, the
EU team is greatly weakened. Holding spawn points
on the eastern and western map edges also divides
the defenders, making the central control points much
easier to capture. Finish off the EU team by squeezing
it in the middle, forcing it to make its last stand at the
Roadblock.
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copying or downloading expressly prohibited.
BASES Sr CONTROL POINTS
OUTPOST
32 Player Only
EU
• Square
Outpost Assets
PRC Control 16 Plauer
32 Player
— — 2
Bailoun —
This western control
point serves as the EU
base in 32-player battles, ^ COIltfOl
spawning an AVM-2 flVM~3
Groundhog as well as [-5
an L-5 Riesig. These
two vehicles give the EU
team some much-needed
firepower when holding
or counterattacking HailQUfl
control points to the
east, so the PAC team should
try to capture this control
point as soon as possible.
Eliminating the EU’s battle
walker, APC, and commander
assets can drastically tilt the
odds in the PAC’s favor.
Attack
Two main paths lead into
the Outpost. The street to
the southeast is barricaded
by crates and other objects,
preventing vehicle passage
from the Square. Take this
path when attacking on foot.
It provides plenty of cover and
you won’t have to worry about
running into any vehicles. All vehicular assaults must approach
along the street to the south. Avoid getting bogged down in the
street while dueling with defenders at the Outpost — you won’t
win. Instead, rush the control point while laying down heavy fire
on the railgun positions — but watch out for mines. Both infantry
and vehicles can gather within the flag’s capture radius. But it
takes a while to convert, so don’t try to capture it on your own.
Defense
Tucked along the western edge of the map, defenders can
focus all their efforts to the east. First, lock down the two
streets. In the southeastern street, prepare for infantry
attacks by placing sentry guns and anti-personnel mines.
The southern street can be covered by the two railguns
and a few anti-vehicle mines. Back near the control point,
use a recon kit to sprinkle some demo packs around the
flag, then take up a position on one of the platforms to the
north to snipe incoming attackers. In a pinch, the EU battle
walker and APC can also lend their impressive firepower to
t’s defense.
-V Mi
EjT
1G and 32 Player
Ell
• uurposr
• Roadblock
EU Control
Square Assets
PAC Control 16 Plauer
32 Plauer
2 —
Radar Station —
Bailoun Bailoun
In 1 6-player battles,
this traffic circle serves
as the EU base. It’s
still held by the EU at MM SlTilfGS —
the outset of 32-player
battles, but it’s more
of a buffer control
point on the Outpost’s
eastern flank. The flag is
planted in the small elevated
plaza at the center of the
traffic circle. But the capture
radius is rather large,
allowing vehicles to convert
the flag from the street.
Attack
The open space surrounding
the flag makes it difficult to
capture, as defenders can
cover it from all angles. When
possible, rush the Square with
an APC and quickly unload
teammates right next to the
central plaza, where the flag
is positioned. Get out of the
APC as soon as possible and
find cover near the flag. You stand a much better chance of
surviving on foot than you do sitting in a stationary vehicle. If
an APC isn’t available, wait till some sort of vehicle support
is. Combined infantry and vehicle attacks are the best way to
assault this control point, especially if it’s heavily defended.
Defend
In 1 6-player battles, defenders have to worry only about the
two eastern streets. Both are relatively easy to cover with
the two railguns and a few mines. But the Square plays a
more central role in 32-player battles, requiring defenders
to watch the two streets to the west if the Outpost is held
by the opposing team. In a worst-case scenario, the Square
could be hit from all four of the surrounding streets. In such
cases, it’s best to focus defenses around the flag by loading
the capture radius with mines and demo packs. Retreat to
a covered position along the Square’s perimeter and engage
attackers rushing the flag.
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ROADBLOCK
16 ond 32 Ployer
t i > • .. - -
EU
• Square
EU SU“ Sf0afls
EU Control
Roadblock Assets
PIIC Control IS Plauer
32 Plauer
CROSSROADS
With the exception of
its spawn point, the
Roadblock doesn’t
provide much for
either team. The flag
is positioned in an alley
on the eastern side of a
large building, accessible
by infantry and vehicles.
Because of the cramped
surroundings, the battle
for this flag is often fought
at short range. Gear up
accordingly.
Attack
When assaulting from
the east, advance on foot
through the tunnel in the
building just east of the
flag. This is the most direct
path from the Crossroads,
and it allows you to avoid
the chaotic firefights in adjacent streets to the north. This
narrow tunnel may be booby-trapped, however, so advance
with caution. When attacking the Roadblock from the west,
use the less-traveled southwestern street. This path is
|[open to vehicles and infantry, allowing you to flank the flag
from the south.
Attacks originating from the west are the easiest to stop
from this control point. Use the railgun near the flag to
cover the western street, targeting vehicles and infantry
near the Crossroads. Drop sentry guns and mines along
the street and nearby tunnel to help reinforce the control
point from western attacks. But if attackers approach from
the Square to the west, both approaching streets must be
covered. The railgun isn’t much help in this situation, so
use mines, rockets, and focused automatic and sniper fire
to hold back attackers. For insurance, drop some demo
packs around the flag.
fe 16 and 32 Player
EU
In battles of both
sizes, the Crossroads
is the EU front-line
position, destined to
face the brunt of the
EU Control
Crossroads Assets
PRC Control 16 Planer
32 Planer
Bailoun Railoun
PAC assault. Holding this
position and all other control
points to the west allows
the EU to bleed the PAC
ticket count, so a strong
stand is important here to
prevent its capture and any
breakthrough attempts. The
flag stands in a small walled-
in area on the eastern side
of a building.
Attack
Hit the Crossroads from
multiple directions with a
combined infantry and vehicle
assault. From the Streets,
head northwest, through
the alley and up the snowy slope. Drop over the edge of the
steep slope, and head south to surprise defenders from the
north. More infantry can assault through the alleys to the
southwest, emerging near the railgun. Meanwhile, use the
T-39 to draw attention away from the infantry assaults by
advancing along the western street.
If attacking from the west on foot, use the tunnel near the
Roadblock. With a vehicle, rush in along the main street.
Defend
While most attacks are likely to come from the main street
to the east, infantry flank attacks are a major concern too.
Use engineer kits to mine and cover the eastern street with
rocket fire. Deploy sentry guns and snipers to watch the
slope to the northwest and the alley to the south. If blocking
these avenues of attack doesn’t work, reinforce the flag with
demo packs and other explosives. Attacks from the west are
more predictable and can be stopped mostly with mines and
focused fire along the street and tunnel.
EU engineers end recon snipers enn cover lire mesiern sireei by lying prone in Ihe Funnel
beiioeen Ihe Roadbloch ond Crossronds. Use Ihe small piles of snom for pnrlinl cover nnd
conceolmenl. This is on excellenl spol for engineers lo ambush incoming vehicles lihe
fr f
5
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copying or downloading expressly prohibited.
STREETS
1G and 32 Planer
PHC
• Crossroads
PHC Control
M
T-39
Orbital Strides
Radar Station
Railoun
This is the PAC team’s
base in both battles,
providing nearly
identical assets,
though they do gain
a BTR-4 in the 32-
player variation. Like
any attacker’s base
in an assault battle,
this one can’t be
captured. But the
PAC team should still devote
some manpower to keeping
an eye on the commander
assets and valuable vehicle
spawn points. Without these
assets, the PAC’s chances of
victory are slim.
RrracH
Capturing or sabotaging
the PAC’s T-39 Bogatyr
should be a priority for EU
attackers. Denying PAC
its only battle walker can
greatly tilt the odds in your
team’s favor, especially
during 16-player matches.
There’s no easy way to
sneak into the Streets,
Streets Assets
16 Plauer 32 Plauer
so such operations are best conducted by recon troops
equipped with active camouflage. Stay along the southern
side of the western street to avoid being detected. While
scouting the base, drop some demo packs on their
commander’s assets too. If the T-39 isn’t there, wait for it
to spawn and hijack it.
Defend
Most of the PAC team is needed on offense, so don’t worry
about devoting too much manpower to defending this base.
Keep an eye on the status of the commander assets and
repair as needed with an engineer kit or supply drops. One
two-man squad should be assigned to the T-39. When not
piloting the battle walker, that squad should camp at its
spawn point, preventing EU attackers from getting too close.
Commander: Pound the map’s bottlenecks and
enemy battle walker with orbital strikes. Also, keep
supplies dropping at front-line positions like the
Crossroads. Offer UAV support to your attacking
squads, allowing them to spot defenders camped
around flags — this is most helpful at the Square.
Run constant radar scans to spot enemy flanking
maneuvers and route squads to these areas to
investigate.
Squad Leader: Deploy spawn beacons in the northern
or southern alleys, where your incoming pods
are less likely to be spotted by nearby enemies.
Spawning in these alleys allows you to attack from
unexpected angles, giving your squad the jump
on defenders. As usual, keep in constant contact
with your squad members and inform them of any
changes in orders.
Recon: On defense, demo packs are a huge help when
holding down control points. Sniper tactics are also
effective near the Crossroads and Square. When
attacking, go spec ops with some demo packs and active
camo to hit the opposing team’s base.
Assault: Choose this kit when attacking control points.
If available, bring along the shotgun and defibrillator
upgrades. Both are helpful when fighting in the cramped
spaces of the Crossroads and Roadblock.
Engineer: Make it your sole mission to ambush the
enemy’s APC and battle walker. Load up on both types
of mines and scatter them across the streets near the
Crossroads. Watch the mined streets from a distance
and complete the ambush with rocket fire, preferably
once the enemy vehicle is disabled by EMR
Support: Instead of positioning sentry guns in the open
streets, place them in areas around the flags where they
can surprise attackers at close range. When attacking,
consider taking along the shotgun for close-quarter fights
at the Crossroads and Roadblock. Or stay back and
provide suppressing fire while your squad moves in for
the capture.
KEY CHOKE POINTS
Eastern Street
The street running past the
Crossroads and Roadblock
is packed with activity,
particularly at the outset
of each battle. Why? This
is the only passable terrain
between these points
accessible to both vehicles
and infantry. By filling this
street with mines, orbital
strikes, and automatic fire,
EU defenders can stop all
ENP mines ore o great may to temporarily disable
battle walkers. While they are disabled, fire at
their weak knee joints.
.
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copying or downloading expressly prohibited.
PAC traffic along this path. Therefore, the PAC team is
better off leading the assault on foot. Infantry can flank the
Crossroads by attacking through the alleys to the north
and south. The Roadblock can be assaulted through the
tunnel just east of the flag. Once these areas are captured,
the PAC vehicles have a better chance of spreading out,
making them less vulnerable to ambushes.
defenders can stop
Stretch a line of mines across this road ruest of rushes on the Outpost simply
the Square to prevent PRC vehicles from reaching by mining and defending this
the Outpost. But mahe sure qou leave some room narrow street. The nearby
for qour Oiun vehicles to get through. railgun at the Square is well
positioned to handle attacks
along this street too. To avoid getting blasted by mines and
other booby traps along the western street, PAC attackers
should use the barricaded street northwest of the Square.
Because of various obstacles, vehicles can’t enter this
street. But infantry can sneak past the barricades and stage
a more covert attack on the Outpost.
LOGISTICAL CONSIDERATIONS
Obviously, the area around . r
the Crossroads is the site
Assault and support troops ! ^
should scatter first-aid and
ammo packs around this A * . ~ -
area, preferably behind
cover. Players equipped with ^
a defibrillator can find full- if driven bq engineers, the BPCs and battle malhers
time work reviving downed can repair each other. Ibis is the best rnaq to keep
teammates. As the battle both vehicles in top Shape,
moves west, the EU should
keep supplies positioned at control points they hold, while
the PAC deploys supplies along alleys and other less-
frequented avenues of attack.
Team commanders should stay in close contact with their
battle walker pilots and provide them with supply drops.
Battle walkers should fall back from the action while taking
on repairs and supplies. Otherwise the supply crate could
be targeted and destroyed by enemy forces. In 32-player
battles, the APCs can also be used to repair and rearm
battle walkers, as long as they’re occupied by an engineer
and support kit.
PRIMA Official Game Guide
1 BATTLEFIELD
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
BERLIN
EU The EU initially owns all control points, and should
try to hold off the PAC forces for as long as possible.
While most forces should start at the Roadblock, some
troops must bring the battle walker and APC to the front.
Meanwhile, engineers at the front line should try to delay
the attackers by placing mines in their way. If a control
point is lost, EU troops must regroup quickly and find
good positions at the next control point. They can then use
vehicles to mount a counterattack.
PAC: It is absolutely crucial for the PAC to break through
and capture the Roadblock as quickly as possible. The PAC
has the initial advantage of having a battle walker and APC
right by the front line, and must use them as best they
can. Once past the Roadblock, use momentum and deny EU
the opportunity to dig in at a control point farther back.
Roadblock
FEATURES: Narrow streets surrounded by snowed-in buildings.
ATTACK: Infantry has several access routes to the control
point, while the vehicle routes are more restricted. Use
vehicles to attack this control point if possible, but if you
have no vehicles available, flank the position while keeping
the defenders busy at the front. Vehicles alone are easy
targets for engineers hiding on the balconies.
DEFEND: Use mines and sentry guns to harass and slow down
the attackers, while ambushing them using the cover
surrounding the area. Cover the alternate routes, or
place a sentry gun if no one is available.
Crossroods
FEATURES: A monorail track passing by a former
storage area.
ATTACK: Attacking this control point leaves you fairly
exposed while crossing the street. Have someone
cover your advance or pin defenders with grenades.
If you are coming from the other direction,
defenders may be hiding on the balcony of
the building across the street. Watch for
them as you approach the flag.
DEFEND: Good cover may be difficult to find
close to the flag. If you decide to be up
close, keep moving between cover
while staying on the lookout for
attackers trying to flank you.
The building across the
road gives the enemy a
wide range of places to
attack from.
FEATURES: A monument in the middle of a shopping center.
ATTACK: This is a difficult control point to attack without
vehicle support. Plenty of good sniping positions along
the balconies may house snipers who will be waiting for
careless attackers to cross the open square. Once inside
the central monument, look for some cover and expose
yourself as little as possible. Clearing the square of
defenders may prove difficult, because they spawn around
it. One tactic would be to suppress them from opposite
balconies.
DEFEND: This is a control point best defended from a distance.
Sentry guns could be used to surprise attackers who reach
the central monument while the defenders stay behind
cover. The control point is central, and attackers may be
moving around it to the EU Base, so try to keep that route
covered.
FEATURES: A small military outpost in an urban area.
ATTACK: The routes into the base are limited, both for vehicles
and infantry, and you may have to resort to brute force
to capture it. While it doesn’t spawn any vehicles for the
PAC, it’s still important to take it, because doing so denies
the EU its vehicles.
DEFEND: The barracks give an advantage in height that is
helpful against attacking vehicles, but they also offer a
better view of the parking lot, from which infantry will
most likely advance.
Monumenr Compound
PRC Comp
I
In this assault battle, the EU must
hold out at the Front Line as long as
possible to maintain the initial drain on
the PAC ticket count. Fill the Front Line’s bunkers and
trenches with engineers and support troops. Reinforce
the front with the L-5 Riesig and A8 Tiger spawned at
the Monument Compound. Hold at the Front Line as long
as possible to continually bleed the PAC team’s tickets.
If they take the Front Line, immediately counterattack,
leading the way with the A8 Tiger and the two L-5
Riesigs. But if the PAC forces are too strong, fall
back and try to hold them at the South Outpost, once
again using the defensive features to your advantage.
If necessary, make a last stand at the Monument
Compound, defending the flag on the hilltop with infantry
while the vehicles form a defensive line to the east.
Ill
Don’t waste time at the start of the
battle — the PAC ticket count drains
with each passing moment. Instead,
rush the Front Line before the EU can set up its defenses.
Use the Type 32 Nekomata to knock out the EU’s L-5
Riesig from a distance, then rush in with APCs loaded with
infantry to infiltrate the trenches. Capture the flag at the
Front Line and reinforce the control point for the inevitable
counterattack. Meanwhile, bypass the South Outpost with
a UAZ-8 and capture the Monument Compound while the
EU team is distracted with retaking the Front Line. Having
encircled the EU, lay siege to the South Outpost from
the east and west. Hold the Monument Compound and
Front Line with infantry and APCs while sending the Type
32 IMekomata and T-39 Bogatyr in to capture the South
Outpost, denying the EU team a spawn point.
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copying or downloading expressly prohibited.
The Cold War began in October 2139 with coordinated PAC invasions from the Persian Gulf to the Baltic Sea. In
November, as part of Operation Canute, three battalions led by General Arkadi Petrov entered Minsk, a key EU command
center in Northern Europe. The EU’s Kriegspanzer 2nd Regiment fiercely defended the city for over four months until the
PAC’s elite Central Command Group broke through their southern flank, forcing them to withdraw. The Battle of Minsk
featured the first frontline use of the militarized Titan, forever altering the character of modern warfare.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
As in the 16-player battle, start by
bulking up defenses at the Front Line —
most of the team should spawn here.
Meanwhile, move all of the A8 Tigers and L-5 Riesigs
from the South Outpost, Hill, and Monument Compound
east to reinforce the Front Line. Man the AA Turrets
at each control point to prevent the PAC’s Type 4 from
breaking through and opening a new front to the west.
If the Front Line falls, split defenses between the South
Outpost and Hill in an attempt to prevent breakthrough
ground attacks on the Monument Compound. While
digging in on the ground, use the UD-6 Talon (crewed by
the team’s best pilot and gunner) to knock out the PAC’s
tanks and battle walkers with rockets and TV-guided
missiles. Continually try to retake the Front Line (and
any other control points) to resume the drain on the PAC
ticket count. This is the best way to maintain an edge.
Monument Compound
PRC Comp
Once again, the EU defenses are
relatively weak at the Front Line, so
rush this position before they have
a chance to adequately reinforce it with tanks and air
power. Overrun the Front Line with infantry and the Type
32s while the Type 4 Doragon provides close air support
by taking out the EU battle walker and any incoming A8
Tigers. Hold at the Front Line while assaulting the Hill
with the newly spawned T-39 and some infantry. As soon
as the Hill is secured, flank the South Outpost from the
north while raiding the Monument Compound to the
west. Try to capture the Monument Compound first,
forcing the EU to spawn at the South Outpost. Finish
off the EU forces at the South Outpost, squeezing the
control point from all directions. Use all available T-39
Bogatyrs and Type 32 IMekomatas to assault the South
Outpost at close range to convert the flag, securing a
victory for the PAC.
Ell Headquarters
PRC Camp
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copying or downloading expressly prohibited.
As usual, focus the bulk of the
starting defense at the Front Line,
backing it up with engineers as well
as A8 Tigers and T-39 Riesigs pulled from the rear
control points. But maintain a defensive presence at
the western control points too, watching for sneaky
airborne assaults. If the Front Line is captured by
the PAC, form a solid line between the Hill and South
Outpost, stopping any attempts to break through. But
if either of these control points is compromised, retreat
to the northwestern plateau and make a stand at the
Ghost Town, Roadblock, and EU Headquarters. The
three narrow roads ascending this hill are great choke
points, bringing armored vehicle traffic to a slow crawl.
Hammer the PAC forces at these critical bottlenecks to
further deplete their ticket count. Divert their attention
by dropping squad leaders on the Front Line and other
PAC-held control points, using the UD-6 Talon. Keep up
the pressure till the PAC team is out of tickets.
Just as you did in the smaller battles,
commence the ground attack on the
Front Line, using infantry and vehicles
spawned at the PAC Camp. But while grinding against
the Front Line, run some deep airborne raids on rear
control points by dropping squad leaders out of the Type
4 Doragon. The Ghost Town is a good spot to open a new
front — it has no AA Turret and can be reached directly
from the PAC Camp by flying out of bounds for a few
seconds. Even if the Ghost Town can’t be held, targeting
it draws EU manpower from the Front Line, allowing
PAC ground forces to gain a foothold. Continue pushing
west on the ground while staging more airborne assaults
on the northwestern control points. Hold at the Front
Line and Hill, then hook north into the Ghost Town, EU
Headquarters, and Roadblock. Finish off the EU defenders
at the Monument Compound and South Outpost,
attacking simultaneously from the north and east.
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copying or downloading expressly prohibited.
-
MINSK
Ell HEADQUARTERS
64 Player Only
EU
*SlEJ
h
» MTouin
fej
This rear control
EU Headquarters Assets
MU-1S
URZ-8
2
HVM-2
BTR-4
2/1
H8
1
UD-6
1
Orbital Stride
2
UHV Unit
1
Radar Station
1
Railnun
Railuun
2
RR Turret
HR Turret
1
EU commander’s
assets in the 64-
player battle, but
it isn’t a base. Like
all other EU-held
control points on
the map, this one
can be captured
by PAC forces.
Therefore players
on the EU team
should take steps
to defend this site, helping
maintain the commander’s
assets as well as the only
UD-6 Talon spawn point. This
control point also has the
only landing pad on the map,
a valuable asset for pilots on
both teams.
HtlflCk
Stage attacks on the EU
Headquarters while most
players are distracted by the
heavy fighting at the front
lines to the east. Slip in
from the air or rush in with
an FAV, advancing along the
paved road near the Ghost
Town. If playing as the PAC, knock out the EU’s orbital
strike with a couple of demo packs before attempting to
convert the flag. Otherwise, steal a vacant tank or APC
while camping the flag’s capture radius. If no armored
vehicles are available, approach on foot and hide along the
stairway to the north while converting the flag, dropping
prone for greater concealment. The flag takes a while to
convert on your own, so bring along some squad members
to accelerate the process.
Attacks on the EU Headquarters are rather persistent, so
make sure a small squad is posted here at all times. There is
an AA turret on the ground close to the road that comes up
from the Roadblock Area which can be used to knock down
enemy aircrafts. Both railguns are well positioned to cover
the southern roads, particularly the one next to the landing
pad, which can fire down into the Ghost Town, vaporizing
any enemies gathered near its flag. Booby-trap the flag’s
capture radius, too, in the event enemy units break through
the outer defenses. Mines or demo packs near the flag’s
base are effective, but be sure to cover the nearby northern
structure as well, preferably with anti-personnel mines.
GHOST TOWN
IlilMllfiro
EU Headquarters
GtioslTouin Assets
EU Control PAC Control 16 Plauer 3B Plauer 64 Plauer
64 Player Only
EU
The small
suburban homes
at the Ghost
Town have been
pummeled by
orbital strikes,
leaving nothing but stripped-
down ruins. Although the site
spawns only a few FAVs, the
spawn point provides easy
access to the paved road
ascending the northwestern
plateau. The EU team should
control traffic along this
road to prevent PAC ground
forces from reaching the EU
Headquarters.
Attack
When attacking from the
lower terrain to the south,
use the paved road south of
the Ghost Town to climb the
steep slope, preferably in
an FAV. If you’re expecting heavy resistance at the control
point, ditch the vehicle before reaching the crest of the
hill — otherwise you rush right into the view of a pair of
railguns. Instead, move in on foot along the western edge
of the road, using the damaged buildings for cover and
concealment on your way to the flag. At the flag, use the
low wall for cover while loitering inside the capture radius.
Monument Compound Assets
MH-15
URZ-B 2
2
3
HVM-2
BTR-4 1
1
1
H8
1
1
1
L-S
1
—
—
UD-e
1
—
Orbital Strike
2
2
—
UHV Unit
1
1
—
Hadar Station
1
1
—
Railoun
Railoun 1
1
1
HR Turret
HR Turret
1
1
The Monument
Compound is the
main rear control
point for the EU
team in the 16- and
32-player battles,
and home to the
EU commander’s
assets. This
sprawling
skyscraper complex
is similar to the
one at the EU
Headquarters to
the north. But here
the central plaza’s
hilltop is adorned with a tall
monument and the control
point’s flag, not a landing
pad — an important distinction
when searching for a place
to repair your aircraft.
Hrroch
Assault the Monument
Compound from the east, avoiding its vehicles and the
defensive weapons positioned along the line of western
skyscrapers. The monument hilltop is barricaded,
surrounded by dragon’s teeth and a low concrete wall.
But infantry and battle walkers can easily overcome these
obstacles to reach the flag — APCs and tanks can get over
the low concrete wall at its lowest point to the west, near
the AA turret. At the top of the hill, use the containers or
white storage tank for cover while converting the flag.
Defend
Most attacks advance along the paved road to the south
that leads directly to the flag. Halt such advances with the
two railguns, blasting enemy vehicles as they reach the
crest of the hill. The northern railgun has a great view of
the western dirt road and is capable of engaging traffic
approaching from the Roadblock. If manpower is an issue,
hold back and hide in one of the damaged houses, watching
the flag from a distance with an engineer kit’s rocket
launcher at the ready. Avoid mining the paved road, as
friendly units need to use this route. Scattering a few demo
packs around the flag is a good solution to the friendly-
fire problem. If enemy attacks get too strong to repel,
reinforce the control point with a tank or battle walker.
ROADBLOCK
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copying or downloading expressly prohibited.
Defend
As long as the Ghost Town is held by your team, expect
most attacks to advance from the south. Man the railgun
west of the flag to slice open enemy vehicles attempting
to rush up the dirt road. Or blast air threats with the
AA turret to the east. The two bunkers near the flag are
great cover positions, too, allowing infantry to fire down
on incoming attackers. But even these assets might not
be enough to repel attacks. Since the control point spawns
only FAVs, consider reinforcing it with tanks or battle
walkers for additional firepower.
MONUMENT COMPOUND
_ „ Roadblock Assefs
The dirt road at
the Roadblock is an EUConlfol PI1C Control 16 Plauer 32 Plauer 64 Plauer
alternate route up MH~15 URZ~8 — — 2
the northwestern RailOUn RailQUn — — 1
plateau, flu Turret HD Turret — — 1
connecting the
EU Headquarters and
Monument Compound. The
flag here is flanked by two
massive concrete bunkers,
offering elevated views
of the surrounding area.
Like the Ghost Town, the
Roadblock doesn’t provide a
wealth of assets, but it’s a
critical choke point for the
EU when defending the EU
Headquarters.
Attack
Avoid assaulting the
Roadblock from the south.
Instead, advance from the
east, either on foot or along
the dirt road leading in from
the Ghost Town, and flank the bunkers and flag from the
north. Open fire on any visible defenders in the bunkers or
sitting in the defensive weapons while moving toward the
flag. If attacking in an armored vehicle, simply park next to
the flag to convert it. But if you’re on foot, rush inside the
western bunker and convert the flag from within.
*+* S. H ^
G-Jr HjJ
64 Player Only
• EU Headquarters
Ell
• GkostTouin
™ •Monument Compound ™
UN— < FtM
Dll
Ell
m
• Roadblock
• Hill
• South Outpost
MINSK
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copying or downloading expressly prohibited.
Never advance on the South 3BP ff ' ( J-j
Outpost head-on. Instead,
flank the trench system
from the north or south. ff * h ■
Try driving an APC up to * T-l J
the southern flank and
unloading infantry directly
into the trench. While
infantry assault the trench
from the south, encircle the lf ^ -J
line with tanks and battle
walkers from the north, ^
overwhelming any defenders
in the bunkers or rear 4
positions. Throw in some
orbital strikes to intensify the i ^
chaos, enticing defenders to
retreat or spawn elsewhere. Park some armored vehicles
near the flag to convert it, constantly watching the trench
and bunkers for any stragglers.
The eastern side of the
monument is totally open.
This is the most likely
direction of incoming
assaults, so position a
tank [or even an APC) on
the eastern side to deter {
enemy incursions. Engineers
and recon troops are effective on the monument hilltop,
firing down on attackers while taking cover among the
containers. For an even higher vantage point, climb the
white storage tank. Or better yet, hitch a ride on an
gunship and drop down on a skyscraper’s rooftop. Friendly
vehicle traffic is minimal on this hilltop, so don’t be shy
about loading the flag’s capture radius with mines and
other booby traps.
Expect most attackers to hit the trench head-on, aiming
for one of the two bridges. Use these bridges as choke
points, lining them with mines or demo packs to halt vehicle
rushes. Pack the trench and bunkers with rocket-toting
engineers. The railguns are positioned to the west, behind
the trench, so engineers have the best chance of knocking
out incoming tanks and battle walkers at long range. When
applicable, man the AA turret on the central bunker. It has
an amazing 360° view of the surrounding airspace and is
vital in preventing air strikes and airborne raids. If available,
back up the trench and its flanks with tanks and battle
walkers — especially if the enemy holds the Hill to the north.
SOUTH OUTPOST
This back-up SOllfl) OUfpOSfflSSefS
defensive line sits
about 3 oo meters Ell Control PHC Control 16 Plauer 32 Plauer 64 Plauer
west of the Front NH~15 jjjjZJ} 2 ] 2
Line, giving EU flVM-2 BTR~4 — 1 —
defenders a second ^ ^ I j*
chance at stopping n .. n .. . n n
the PAC advance. » ! i L_
The South Outpost M M MM ! !
consists of a *EU Control Oflll
lengthy north-south
trench system and three concrete bunkers. All vehicles are
spawned to the west of this line, keeping them relatively
safe from incoming fire. The flag is also positioned to the
west, requiring PAC attackers to overcome the line and
bunkers to reach its capture radius.
dll
Ell
• Monumenr Compound
•Hill
. CrnnHino
r . sK
MH-15
UflZ-8 2 1 2
flVM-2
BTR-4 — 1
H8
Tune 21 — 1 2*
RallQun
RallQun 1 2 2
HH Turret
RR Turret — 1 1
Defend
Don’t skimp on defense at the Hill, especially if the Front
Line has fallen. Take up positions in the bunker or trench
systems by the southern road to engage enemies near the
Front Line or South Outpost. The railgun has a great view
of the no-man’s-land between these two control points and
is great for scoring side hits on tanks and other armored
vehicles moving through this high-traffic area. Like the
AA turrets at the Front Line and South Outpost, this one
is also positioned on the bunker’s roof, giving it great
coverage of the surrounding airspace. Use it to blast air
units assaulting the southern control points or attempting
to break through to the west. Defend against vehicle rush
attacks by packing the flag’s capture radius with mines or
demo packs. If necessary, use the battle walker spawned
here to blast attackers off the Hill.
The dirt road ascending The adjacent norThuiestern plateau leads out of bounds in the
64-player battle. But an FBV sprinting along this road can reach the Ghost Touin before
any punitive damages are applied.
BVM-2 BTB-4 — 1 1
L-5 T-33 1 1 1
Bailoun Railoun — 3 2
1 Turret BB Turret — 1 1
to prepare themselves for the incoming assault. The
massive trench system and concrete bunkers are effective
fortifications, providing infantry with excellent cover and
views of the eastern approach. Whichever team holds
the Front Line is rewarded with a battle walker, useful for
defending this site, or attacking the nearby control points.
variations. Located
approximately 350
meters west of
the PAC Camp,
EU defenders only
have a few seconds
Hill flssels
NH-15
UBZ-8
T 2
B8
Tune 21
1* 1
L-S
T-39
1 1
Railoun
Railoun
1 1
BB Turret
HH Turret
1 1
*EU Control Only
In the 32- and 64-
player battles, the
Hill is an important
control point for the
PAC. In addition to
spawning a battle
walker, holding the
Hill allows the PAC
to stage deeper
incursions into EU
territory, by flanking
the South Outpost or by
rushing the northwestern
plateau to reach the EU
Headquarters. Unlike the
South Outpost and Front Line,
the Hill is relatively easy to
assault, requiring EU defenders
to reinforce this weak spot in
their northern flank.
DU flck
Assault the Hill from the
west, using one of the
ktwo dirt roads to bypass
Ithe defensive features
■overlooking the southern
"slope and road. Move in
stealthily by foot or quickly
in an FAV. This is the best way to catch defenders by
surprise, as they’re most likely expecting attacks from the
south. Target any defenders in the bunker or trenches while
camping the flag’s capture radius — knock out the railgun
near the southern slope too. If on foot, stay quiet and
convert the flag while hiding near the crates or structure to
the west.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
HILL
A ' r
• Ghost Touin
32 and 64 Player
• Monument Compound
EU
• South Outpost
• Front Line
FRONT LINE
Rll
• South Outpost
EU
• Hill
• PBC Camp
. „„ Front Line Rssets
/\s its name states
this is the eu front’ EUContfol PBCContfol 16 Plauer 32 Plauer 64 Plauer
line in all battle HH~15 UflZ~B 2 1 2
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copying or downloading expressly prohibited.
Attack
As at the South Outpost,
infantry and vehicles must
work together to overcome
the defensive fortifications
at the front line. Get
infantry into the two trench
branches stretching out to
the east while recon troops
provide covering fire from a
distance. Continually pound
the bunkers with heavy fire
from tanks and the APC’s
mortar while advancing
toward the control point.
Make sure the trenches
flanking the main dirt road
are clear of enemy troops
before moving vehicles toward the bridge. Watch for mines
and other explosives lying across the bridge — a recon
solider equipped with the unlocked Zeller-H sniper rifle can
detonate booby traps at long range. Get armored vehicles
across the bridge and within the flag’s capture radius on
the western side of the central bunker.
Defend
PAC CAMP
&Jr mm
Rll
PRC
•Front Line
T“ 1
PRC Control
R-4
Type 21
If any team [especially the EU) hopes to hold out at the
Front Line, it will need tank support. Reinforce the control
point with tanks spawned at the South Outpost or Hill.
During the initial PAC assault, position tanks behind
the trenches for cover and fire at incoming vehicles at
long range. The battle walker spawned here should hold
back behind the central bunker and guard the flag — it
won’t stand a chance in long-range duels with advancing
tanks. Engineers are a huge help here, using their rocket
launchers to assist in taking out enemy armor, as well
as mining the bridge east of the bunker. The railguns are
useful during close-quarter encounters with enemy armor,
but the AA turret [on the central bunker’s roof) has a much
broader view, capable of hitting ground units to the east as
well as aircraft in any direction.
This base is the
staging area for the
PAC assault. Players
spawning here have
the choice of three
different spawn points;
two to the east and
one to the west.
Infantry can get a jump
on the northern trench
at the Front Line by
spawning to the west
while players hoping to
drive vehicles should
use the easternmost
spawn point. The Type 21
hover tanks spawned here
are essential to a PAC
victory, so it’s important that
the PAC team keeps these
vehicles at the lead of the
assault, even after the Front
Line falls.
PHC Camp Assets
16 Player 32 Player
64 Player
2
2
Type 4 —
Rail
flR Turret —
Attach
Although the PAC Camp can’t be captured, don’t rule out
small-scale raids. Wait till the PAC team is busy spawning
at other control points, however, or you face heavy
resistance. Rush in with an FAV or sneak in with the aid
of active camouflage. The PAC commander’s assets are
scattered along the northern edge of the base, so use the
structures for cover while moving between them. Don’t
leave till a Type 32 IMekomata or the Type 4 Doragon
is available. Consider stealing the Type 4 and hiding it
somewhere in EU territory to deny the PAC its only air unit.
But don’t just stash it and forget it. You need to stay inside
or near the aircraft to prevent it from self-destructing and
respawning at the PAC Camp.
‘V ,
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Defend
The commander or a small squad can defend the PAC Camp from the occasional raid. Man
the railgun near the paved road to destroy any vehicles approaching from the west. In the 32-
and 64-player battles, the AA Turret has a clear view of the base and western sky, capable of
blasting lightly armored ground units or aircraft. If available, use an APC to patrol the base.
Its weapons are capable of eliminating most attackers, and it has a thick armored hull — a
welcome asset when you’re constantly being distracted by commander duties.
EU Headquarters
PRC Camp
The Battle of Minsk featured the first employment of the militarized Titan in combat operations, changing the nature of
modern warfare forever. Because of the Titan’s unmatched effectiveness as both a transport and assault medium, its
destruction became a crucial component of military strategy. At Minsk alone, six full-scale Titans were destroyed within
the first week of combat.
Gain the upper hand by capturing and holding the four westernmost silos. Start by rushing Silos 2
and 3 in the UD-12, dropping squad leaders at each site. Secure Silo 4 as well, dropping off another
squad leader in the UD-6. On the ground, use the MK-15 at the EU Headquarters to quickly rush
and capture nearby Silo 5 while the remaining ground vehicles move south to help reinforce Silos 2 and 3 — the A8
Tigers are particularly effective in this defensive role. Leave the L-5 Riesig from Silo 4 back for its defense and move
the EU Titan near Silo 5. Hold out at these four silos and wait for the PAC Titan’s shields to drop. Assign a couple of
squads to assault the PAC Titan, using the UD-12 for transport. Continue defending at least three of the silos on the
ground — consider backing off Silo 3 if necessary. Monitor the progress of the Titan assault, as well as the status of the
EU Titan’s shields. Shift more squads to Titan defense as the shields weaken. If the assault squads are unsuccessful,
rotate squads from defense to offense till the PAC Titan is destroyed.
MINSK
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copying or downloading expressly prohibited.
SILO 1
Isolate the EU to the northwestern
plateau by dominating the southern
valley’s silos. Block EU ground
advances by capturing Silos 2 and 4 with the squad
leaders dropped from the BTR-20. Drop at least one
squad leader over Silo 3, too, in the Type 4. Back at the
PAC Camp, rush the ground vehicles west to reinforce
the silos, capturing Silo 1 along the way. Move the Type
32 IMekomatas to Silos 2 and 4, as they face the brunt
of the EU ground units rushing down the northern roads.
Get the Titan moving, parking it over Silo 1 . Keep the
AA turrets at all silos manned and firing to prevent EU
aircraft from dropping squads and establishing spawn
points in the southern valley. Defend the four southern
silos till the EU Titan’s shields fail. Stay on defense on
the ground while rushing a couple of squads to the EU
Titan for the assault. During the Titan assault, let the EU
take Silo 4 to avoid spreading the other silo defenders
too thin. Be ready to move squads onto the PAC Titan
for defense as its shield strength dwindles.
f mF Located just off the bow
of the PAC’s Titan at the
t ' * - t " Front Line, Silo 5 is likely to
UP ; * remain under PAC control for
a most of the battle. The site
V ■< provides a nice supplemental
H launch pod assaults on these
PAC Titan. This is one of two
APCs produced at the silo sites, so make note when looking
for a pod ride onto the enemy’s Titan. Although the Front
Line is designed to repel attacks from the east, the central
bunker and southern trench are still effective fortifications
when attacked from the west. Defenders here can watch
over the silo from behind cover, or man the AA Turret on
the bunker’s roof to down enemy aircraft.
— The EU Headquarters serves
its Titan. Although the EU
starts very close to Silo
I 5, at the Ghost Town, its
narr ° W d' rt roac * s
reach the other silos. At the
start of battles, use the UD-6 and UD-1 2 to secure the
neutral silos to the south while the ground vehicles follow
up to reinforce them. The EU commander can defend this
base [and Silo 5) by manning the Titan’s turrets.
MH-15
UflZ-8
1
HVM-2
BTR-4
1
08
Tune 21
1
Railaun
Railaun
1
nn Turret
OH Turret
1
r
III
BASES Se SILOS
7-0
Ell HEADQUARTERS & Ell TITAN
llii 1
: EU Headquorrers/Titon Assets
EU Control
Unit Count
• Silo S
MH-15
2
f\.
HVM-2
l
<T| _
H8
nn n fT:L__n
2
• Silo 2
• SiloS
„ • PAC Comp
• Silo 2
• Silo 3
SILO 4
EU Control
Silo 4 Assets
PHC Control
Silo 4 is near the
skyscrapers of the
Monument Compound. Like
Silo 2, this site rewards its
captor with a battle walker —
more than enough incentive
for both teams to rush this
silo early. Unlike the eastern
silos, defensive features here
are rather sparse. The lack
of an AA Turret makes this
silo particularly vulnerable to
airborne assaults. Consider
using the site’s battle walker
to defend. Or use engineers
and recon troops to booby-
trap the silo’s capture
radius; the monument hilltop
and surrounding structures offer decent cover.
Recon troops can reach the skyscraper rooftops at the Ell Headquarters and Silo 4 bq
launching themselves shquiard In an HPC assault pod. With the exception of the Titans,
there's no higher vantage point on the map than these rooftops, making them ideal [get
predictable] sniper perches.
• Ell Headquarters
• Silo 2
• Silo 4
SILOS
EU Control
Silo 5 Assets
PHC Control
MK-1S
URZ-8 1
HVM-2
BTR-4 1
A8
Tuue 21 1
Ruiloun
Railaun 1
HH Turret
HH Turret 1
&IH
• Silol
• Silo 3
• Silos
silo a
Silo A Assets
EU Control PHC Control
MK-1S
URZ-8 1
L-S
T-39 1
Railaun
Railaun 1
HH Turret
HH Turret 1
Positioned on the Hill, this
site produces the battle
walkers, which makes it
popular in the Conquest
battles. Both teams should
strive to control this silo
to gain the extra firepower
the battle walkers offer.
The rooftop AA Turret is
also a great asset, useful
for engaging air traffic
streaming between the two
Titans. If available, use the
battle walker to defend this
silo. But infantry positioned
in the southern bunker
can defend the silo and
surrounding area too. Use the elevated position to snipe
infantry or blast vehicles racing between Silos 1 and 3
to the south. In this mode, the dirt road ascending the
hill to the north doesn’t run out of bounds, allowing for
unrestricted vehicle traffic between this site and Silo 5.
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copying or downloading expressly prohibited.
its operator an unobstructed
360° view of the battlefield’s
air space — perfect for those
looking to bulk up their air
defense stats.
• Silo 2
•Silo 4
NH-15
URZ-8 1
H8
Tuue 21 1
Railaun
Railaun 1
HR Turret
RR Turret 1
As one of the central silos,
this site sees plenty of action
and turnover during the
battle. But the fortifications
at the South Outpost offer
willing defenders plenty of
options to hold this site.
Battle walker attacks
from Silos 2 or 4 are best
stopped with the tank spawned here. Strike them at long
range to maintain an edge. Engineers can help out by hiding
in the trench and bunkers, popping out to fire rockets
at vehicles rushing the silo. The AA turret on the central
bunker’s rooftop is another strong defensive feature, giving
Silo 3 Assets
PRC Control UnifCounf
SILO 3
EU Control
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copying or downloading expressly prohibited.
This silo is positioned
approximately 200
meters south of the EU
Headquarters and the EU
Titan’s starting position, at
the Ghost Town. It spawns
assets identical to those
of Silo 1 , the silo near the
PAC’s starting position,
including a tank and an
APC. This APC can be
used to launch infantry pod
assaults on Silo 2 and 4.
But when launching on Silo
4, be sure to clear the tall
skyscrapers — or land on their
roof and parachute down to
reach the silo. Silo 5 is best
defended by infantry hiding among the damaged homes,
while the spawned tank is used to assault other silos. In
addition to defending this site, EU troops should make use
of the silo’s AA turret to keep PAC aircraft away from their
base and Titan.
Tupe 4 fTitanl
BTH-BO fTitanl
Orbital Strike
PAC CAMP
PHC Camp/Tifan Assets
PAC Control
2
Radar Station
This PAC staging area is
just west of the camp used
during its Conquest assaults.
There are no structures
here or any other sources of
cover, leaving the spawned
vehicles lined up on the road
vulnerable to strafing runs
by the EU’s UD-6 Talon. PAC
troops should use the Titan’s weapons or the engineer’s
unlocked SAAW 86 anti-aircraft weapon to fend off EU air
strikes on the vehicles and commander’s assets. The PAC
commander should consider moving the Titan between this
base and Silo 1 to defend both locations.
Commander: Drop orbital strikes at high-traffic
bottlenecks like the Front Line and South Outpost.
Supply drops are equally important in these areas,
mostly to repair vehicles. Coordinate your squads
by giving them orders and staying in touch with
the squad leaders over VoIP. Squads must work
together when attacking or defending the Front
Line. Use UAV support to locate enemies hiding in
the trenches and bunkers.
Squad Leader: Relay orders from the commander,
and repeat them through VoIP, issuing specifics
of where you want each squad member or which
weapons/kits are needed. This is particularly
important during defense at the Front Line and
South Outpost, helping spread the squad among
the various trenches and bunkers.
Recon: Hold back from the Front Line and South Outpost
to snipe enemy engineers positioned in the bunkers and
trenches. Or sneak past the front using active camouflage
to stage sneak attacks on rear control points.
Assault: Bring along the defibrillator when operating
around the Front Line. Patrol the trenches and revive
any fallen teammates. The shotgun upgrade is also very
effective in the trenches.
Engineer: Climb into the bunkers scattered across the
battlefield and fire down on enemy vehicles, using the
elevated vantage point to hit them at long range. When
not on foot, pilot the tanks and battle walkers, always
staying near at least one other engineer-operated vehicle.
Support: Use the machine gun and/or sentry gun to
prevent enemy troops from infiltrating the trenches at
the Front Line and South Outpost. The shotgun unlock
is a good choice during the trench fights too. As usual,
stay in contact with the squad’s engineers to keep their
rocket launchers stocked.
KEY CHOKE POINTS
Front Line Bridge
During the Conquest battles,
the PAC team must always
grind against the Front Line,
eventually overcoming the
trench and crossing the bridge
to reach the flag behind the
central bunker. The EU can
make this trek extremely
costly by focusing its firepower
on the narrow alley east of the
bridge, using rockets, mines,
demo packs, tank rounds, APC
mortar fire, and even orbital
strikes. Instead of constantly
driving into this trap, the
PAC should attempt to flank this bottleneck by infiltrating the
trenches with infantry, to divert the EU’s attention away from
the bridge. A combined assault is the only way to overrun the
Front Line when it’s defended by an organized EU force.
When defending the Front Line with a tank, park
behind one of Hie Henches for partial cover and
concealment. Battle malkers should crouch behind
the trenches to reduce their visible profile.
.
MINSK TEST ER TIPS
EU: One EU tactic may be to try to control the Front Line
silo, as this would make it difficult for the PAC to bring
its vehicles into the map. The Titan, with its pods, and the
APCs make attacking possible from almost any direction,
calling for extra attention from defenders. Their Titan
can be used to cut off access to the raised plateau, but
it should probably push forward to try to control silos
farther ahead.
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copying or downloading expressly prohibited.
U: This is an Assault map, so it is important to fight for
every inch of ground and not fall back until you absolutely
have to. Most forces should be near the front line; bring
additional vehicles to the front from the rear control
points. Multiple routes to most control points provide
good opportunities for counterattacks and flanking. Use
the gunship to track enemy movements and take out heavy
vehicles.
Northwestern Plateau
In the 64-player Conquest
battle and in Titan mode, the
EU occupies the northwestern
plateau. This isolated section
of the map can be reached
only via three roads in the
Titan mode (Roadblock,
Ghost Town, and Hill) and two
roads in 64-players Conquest
(Roadblock and Ghost Town).
The PAC can lock EU ground
units out of the southern
valley by blockading these
three roads in Titan mode or
the two roads in 64-player Conquest. This is most effective
in Titan mode, when the PAC wants to maintain a silo
advantage. But the blockade is also useful when making the
final push on the EU Headquarters in the Conquest battle. In
any case, the PAC commander should always make the intent
clear to the squads defending each road.
Blockade the roods descending the northuestern
plateau with tanks or battle malkers. But keep
the flfl turrets to the rear manned to prevent
breakthrough airborne raids.
LOGISTICAL CONSIDERATIONS
Whether attacking or
defending, take steps to
keep your team healed,
repaired, and well stocked
on ammo and fresh vehicles.
This is particularly important
at the high-traffic Front
Line and South Outpost
control points. Support and
assault troops are needed Landing pads are scarce on this map, so find an
to drop ammo and med kits, isolated spot to land and repair pour omn aircraft,
preferably within the cover of
the trenches or bunkers. Commander supply drops should
be deployed where friendly vehicles can easily access them,
but where the enemy can’t easily target the crate. Both
teams also need to move fresh vehicles from their bases
and control points to the front. The team with the most
tanks and battle walkers at these stand-offs has the best
chance of holding out. Air power is also important during
this battle, but there’s only one landing pad on the map,
at the EU Headquarters — available only in the 64-player
Conquest battle and Titan mode. If necessary, use the
Titan’s hangar to repair your aircraft, or land in an isolated
part of the map and conduct repairs yourself with the
engineer’s blowtorch.
PAC: The PAC has several attack tactics at its disposal.
Should an armored attack at the Front Line fail, assault
and recon soldiers might try to sneak up closer to the
bunker. The terrain and vegetation all over the map provide
good cover for assaulting infantry, although distances
at some points may seem daunting. Use the gunship to
patrol the central part of the map and try to take out
reinforcements.
PAC: The PAC should try to control the Hill silo, as it cuts off
one of the EU’s supply lines and gives it good access to most
other silos. The EU Headquarters, with its APCs and pods,
makes attacking possible from almost any direction, calling
for extra attention from defenders. The PAC Titan has a
good chance of covering both the Front Line and Hill silos,
and possibly also the South Outpost with a little movement.
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copying or downloading expressly prohibited.
EY CONTROL POINTS/SILOS
k. Roadblock
FEATURES: A small base set up to defend against further
advancements.
Fronr Line
FEATURES: A bunker overlooking the trenches.
ATTACK: Getting past the bridge by the trenches may prove
difficult without a coordinated attack. Use the spawns
by the trenches to clear out any advancing defenders.
It’s important to remember that the EU probably has
additional vehicles approaching the control point.
DEFEND: Try to get a first line of defense as close to the PAC
base as possible to get a few early hits on its advancing
vehicles. Remember that there will be soldiers from both
armies inside the trenches. If you are pushed back to the
bunker, consider a breakout, or wait for reinforcements
from the other control points.
Hill
FEATURES: A small auxiliary outpost on a hill.
ATTACK: Defenders here have the benefit of a higher elevation
overlooking most of the valley, so they may be difficult to
sneak up on. A bold rush in with any vehicle may be the
most successful tactic.
DEFEND: This base is most easily defended by infantry, as they
have plenty of ways to stay hidden from vehicles and even
plant demo packs on them.
South Outpost
FEATURES: A small base defended by another line of trenches.
ATTACK: Getting here on foot can be tedious, so try to catch
a ride with an APC or another vehicle. Once you’re past
the trenches, exit the vehicle to give better support and to
clear the trenches.
DEFEND: Defending the flag from a distance is the easiest option.
Use the trenches and bunker to defend from both sides.
Be careful where you park your vehicles, as they are open
to attack from many directions. Because this is a central
control point, keep an eye on the mini-map while defending to
see where enemies are most likely to come from.
Monument Compound
FEATURES: A large monument in the middle of a group of
civilian buildings.
ATTACK: It might seem open and vulnerable at first glance, but
the compound is essentially a low tower, and you are very
exposed as you move up. Defenders have good cover behind
the concrete walls on top. You may want to bring vehicles
back to destroy the tank and battle walker.
DEFEND: An attack could come from any direction if the
attackers are inventive, so it’s essential to have a mobile
defense. Tanks may seem dangerous, but they can’t climb
the sides, so it’s more important to make sure you’re not
being infiltrated by cloaked enemies. Keep an eye out for
vehicles sneaking up behind the buildings to the northeast.
ATTACK: The narrow, steep path makes your vehicles
vulnerable to mines and engineers hiding in the bunkers. If
the Roadblock is defended, it may be better to go for the
Ghost Town first and then attack downhill.
DEFEND: It may seem easy to cut off the attackers here, but
while you defend, pay some attention to the other path
leading up to the Ghost Town. Slower vehicles may be
attacked as they lumber up, but FAVs are harder to hit.
Ghost Town
FEATURES: The remnants of a former civilian suburban area.
ATTACK: This point is of little strategic importance, but it gives
you a spawn point close to the EU Headquarters.
DEFEND: It’s hard to defend because it’s so open to attacks in
all directions. Infantry can use the ruins for cover, but may
want to call in support from surrounding bases.
EU Headquarters
FEATURES: A monorail passing by the civilian building complex.
ATTACK: You have two entrances for vehicles on either side
of the monument on the side of the base. Infantry can be
dropped on the far side and make their way across the
area. While it may seem tempting to rush in with a tank,
there’s a risk of infantry hiding among the barracks with
mines and demo packs.
DEFEND: Losing this base would leave you with no air support,
so respond to any calls for reinforcements from here.
Vehicle maneuvering inside the base is somewhat limited,
so you may want to stay either in the back or front and
wait for enemies to expose themselves.
By the end of 2142, freezing temperatures, mass migration and warfare had rendered most of the PAC occupied
territories uninhabitable. Desperate to sustain its dwindling population, the PAC changed its military focus to capturing key
energy, food and water supplies. Shuhia Taiba, a large-scale, EU agricultural project located in northern Egypt, was one of
the PAC’s primary targets. On November 11th, a fleet of Titans carrying six PAC Command Divisions flew into the skies
above Shuhia Taiba. They were immediately greeted by the EU’s 2nd Army. The resulting battle raged for more than a year.
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copying or downloading expressly prohibited.
East Mounrain Pass
The EU team must secure at least
two of the mountain’s neutral control
points to bleed the PAC ticket count.
Start the race up the mountain with the two MK-1 5
Bandits, rushing them to the Central Base and Office.
Follow their advance with the slower A8 Tiger, AVM-
2 Groundhog, or L-5 Riesig. Use these slower units
to capture the Freezers, then move them to reinforce
the Central Base or Office. Try to hold your front line
at the Office, keeping the PAC units off the mountain
altogether. From here you can ambush them as they
advance up the narrow dirt roads near their East
Mountain Pass base. If you are pushed back from the
Office, split your defense between the Central Base and
Freezers. You must hold these two control points to
secure the drain on the PAC tickets and to prevent your
own ticket count from being bled.
iO
Like the EU, the PAC team should
try to dominate the mountain by
holding all three neutral control
points. Lead the assault with the UAZ-8 Ocelots, sending
them to capture the distant Freezers and Central Base.
Meanwhile, convert the Office with the slower Type 32
Nekomata, BTR-4 Romanov, or T-39 Bogatyr battle
walker. But don’t leave these heavier units at the Office.
Move them to the Central Base or Freezers to help fend
off EU attacks. Ideally, it’s best to hold at the Freezers,
allowing you to fire down on incoming EU troops as they
advance up the narrow roads to the west. But if the EU
gains a foothold at the Freezers, they can easily advance
on the Central Base and Office. So make sure both of
these control points are well defended. Otherwise it may
be your team that’s struggling to reach the top of the
mountain.
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copying or downloading expressly prohibited.
Storage Urea
Supply Base
HI
In this larger battle, the EU must
capture and hold at least three of the
neutral control points to bleed the PAC
ticket count. Speed is the key to establishing a presence
on the mountain, so rush the Freezers, Central Base,
and Office with air units and FAVs. The remaining ground
units should advance on the mountain too, capturing the
West Mountain Pass along the way. Air power eliminates
the front-line concept, so make sure all control points
are well defended. Try to hold the four westernmost
control points, using their AA turrets to deter airborne
assaults. If the PAC team manages to take one of the
mountain control points, immediately counterattack.
Look for opportunities to harass their rear control points
with air units at the East Mountain Pass and Supply
Base. This may alleviate pressure on the mountain,
allowing teammates to regain control.
Maintaining control of the mountain
is the key to winning this battle.
Immediately rush the Freezers,
Central Base, and Office with air units and FAVs while
the remaining ground units convert the East Mountain
Pass. As in the 1 6-player battle, try to stop the EU
advance from the western cliffs at the Freezers. But
manpower is needed at the other control points too,
to defend against EU airborne assaults. Keep the AA
turrets manned at each control point, while using the
Type 4 Doragons to enforce air supremacy. Suppressing
the EU air threat allows for more resources to defend
against ground attacks at the Freezers. But remember,
you only need to hold three of the control points to bleed
the EU’s tickets, so don’t spread yourself thin. Hold to
the eastern side of the map, and avoid assaulting beyond
the Freezers.
SHIIHIA TAIBA
VKfV.
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copying or downloading expressly prohibited.
EU Military Base
PRC Camp
As in the smaller battles, focus on
taking the mountain as soon as
possible. This is easiest with the
air units and FAVs. While these fast units rush the
Freezers, Central Base, and Office, use the rest of the
vehicles spawned at the PAC Camp to capture the Supply
Base and East Mountain Pass. If the EU team manages
to take control of the western side of the mountain
first, hold strong at the Office and keep funneling vehicle
reinforcements in from the PAC Camp and eastern
control points. Meanwhile, strike the Storage Area and
West Mountain Pass from the air, capturing them if
necessary to maintain the ticket advantage. But don’t
expect to hold these positions long, as counterattacks
from the EU Military Base are strong and relentless.
Still, such decoy attacks in the western valley may be
enough to re-establish control of the mountain.
'A
In this massive battle, the EU must
capture at least four of the neutral
control points to whittle away the
PAC’s tickets. Once again, rush the mountain with air
units and FAVs to capture the Office, Central Base,
and Freezers. Get the four A8 Tigers and other ground
vehicles moving toward the mountain too, capturing the
Storage Area and West Mountain Pass along the way.
Reinforce the mountain positions with vehicles spawned
at the base and two western control points. With a
team of 32, you have more than enough manpower to
hold down the mountain. While defending the mountain
with ground forces, distract the PAC by staging air raids
in the eastern valley. But avoid permanently occupying
these positions, as they’re too close to the PAC Camp.
Instead, constantly harass these control points in an
attempt to draw PAC forces away from the mountain.
i 1 1 BASES Sr CONTROL POI NTS
*
Ell MILITARY BASE
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copying or downloading expressly prohibited.
Ell Million] Base Assets
EU Control 16 Plauer
32 Plauer
64 Plauer
MH-1S
—
4
RVM-2
—
2
A8
—
4
UD-G
—
2
UD-12
—
2
Orbital Strihes —
—
2
URV Unit
—
1
Radar Station —
—
1
Railoon
—
2
flfl Turret
—
2
This massive
encampment serves
as the EU’s base in
the 64-player battle,
spawning more than
enough vehicles to kick-
start an assault on the
eastern control points.
As the EU team moves
east, it’s important that
some team members
continually spawn here
to protect the base from
PAC air attacks and to
keep moving ground
vehicles to the front lines.
The four A 8 Tiger tanks are
crucial on offense and defense.
Rffack
Unless your team holds the
Storage Area, don’t attempt to
attack the EU Military Base on
the ground, as you’re likely to
face heavy resistance along the
way. Instead, hit it with a full
squad from the air using a BTR-
20. Air defenses at the base are
stiff, so make sure your squad
ejects over the base before your
ride goes up in flames. Once
on the ground, your squad can
commandeer vacant vehicles
and unleash havoc on the EU
defenders. Quickly knock out the EU commander’s assets with
some demo packs and make your escape.
A small squad stationed at the base is often necessary to fend off
PAC air raids. Man one of the two AA turrets and scan the skies
to the east. Your team’s own air units will make frequent stops
here as well, repairing and re-arming at one of the landing pads. So
make sure you identify the incoming target as hostile before opening
fire. If the PAC team captures the Storage Area or West Mountain
Pass, prepare for ground attacks via the roads to the southeast.
Consider mining the entry base’s entry points, but leave room for
your team’s vehicles to exit. If available, grab an A 8 Tiger and camp
on the eastern ridge, firing down on the incoming attackers.
Storage Brea Assets
The Storage Area
is the EU’s base
in the 32 -piayer EUConlfol PflC Coiilfol 16 Plauer 32 Plauer* 64 Plauer
battle and is well MH~15 URZ~8 — 4 2
Attach
Despite the wall surrounding
the facility, there are multiple
dirt road entry points,
making it easy to rush in
with a vehicle and convert
the flag on the western
side. Dropping troops from
the air is also an effective
capture technique. Always
fly in low from the northeast,
where the site’s AA turret
can’t see you approach. If
on foot, rush the flag and hide inside the open container to
the east to convert it. Unless staging quick raids, the PAC
team is better off staying away from the Storage Area. In
the 32-player battle, this site is the EU base, and cannot
be captured. While it can be captured in the 64-player
battle, the nearby EU Military Base has a serious height
advantage, allowing EU defenders to fire down into the
Storage Area, often inflicting heavy casualties.
*EU Control Only
Type 32 —
within its sphere of gjg -4 —
influence during thejj
larger 64-player '
battle. This facility -
is equipped with I
three landing pads OMI SlTihGS — —
in the northeast
corner, capable
of repairing and
rearming friendly
air units. These
Radar Station — —
flfl Turret Oil Torre! —
landing pads
serve EU pilots
well in battles of both
sizes, allowing them to stay
relatively close to the action
on the mountain.
SHIIH1A TAIBA
STORAGE AREA
1^3
32 and G4 Player “
EU [32 Player]/
• EU Military Base
Neutral [64 Player]
• West Mountain Pass
***!' ’ > -i ■" 1 ^ ‘ rApf
pi t . ^0
G4 Player Onlij
EU
1 Storage Urea
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copying or downloading expressly prohibited.
■' i
There are far too many entry points to cover with mines,
so consider setting up defenses around the flag itself.
Scatter a few mines or demo packs along the southern,
western, and eastern edges of the capture radius, just
outside the barriers and containers. A few more demo
packs or anti-personnel mines should be placed near the
flag’s base and in the open eastern container. Finally, back
off from the flag and cover it from the eastern rooftop or
one of the cylindrical storage containers to the northwest.
Both elevated positions provide an excellent view of the
flag and all surrounding entry points. Air attacks are also a
serious threat, so don’t forget to man the AA turret on the
eastern rooftop.
WEST MOUNTAIN PASS
HII
El) pG Player]/
Neutral [32 and 64 Plaijer]
• Storage Urea
• Freezers
Nestled against
the western slope
of the mountain,
this site is often
the launching pad
for EU attacks on
the central control
points. In the 1 6-
player battle, this
is the EU base. The
control point is up
for grabs in the
132- and 64-player
■variations, and
Iboth teams should
* strive to control
this position in an attempt to
better reinforce the mountain-
based control points to the
east. In 64-player battles,
the EU team will want to take
this site early and use its two
L-5 Riesigs to assault the
mountain. No battle walkers
spawn here for the PAC team.
Nest Mountain Pass Assets
EU Control PIIC Control 16 Player* 32 Player 64 Plauer
-IS UNZ-8 2 1 2
HVM-2
BTR-4 1
1
—
08
Tune 32 1
1
—
L-S
1
—
2
Orbital Strihes — 2
—
—
UHV Unit
1
—
—
Radar Statin
in — 1
—
—
RailQun
Rallnun 1
2
2
R8 Turret
8R Turret
1
2
*EU Control Onlu
Attach
When attacking from the east, near the Freezers, use the
mountain’s elevation to your advantage by firing down on the
defenders. The mortars on the APCs are particularly effective
in this role. While your team provides fire support, rush down
one of the mountain roads in a vehicle and assault at close
range. Coordinated vehicle rush attacks are also the best way
to hit this control point when attacking from northwest. An
open container north of the flag provides cover for infantry
during the conversion process.
Defend
Prevent the majority of vehicle attacks from the east by
mining the two mountain roads running between this site
and the Freezers. Place EMP mines in a zigzag pattern to
allow your own vehicles to get through these narrow paths.
Attacks from the northwest are much harder to stop,
because of the facility’s numerous entry points. During
such situations, center defenses around the flag first, using
mines and demo packs. Then line the outer perimeter of the
facility with tanks and battle walkers to engage attackers
advancing across the open desert.
FREEZERS
• Wesf Mounfain Pass
w* • Central Base pw
Freezers Assets
EU Control PRC Control 16 Plauer 32 Plauer 64 Plauer
MH-1S
URZ-B 1
1
flVM-2
BTR-4 — 1
—
L-S
T-33 — 1
1
Railoun
Railoun 2 2
2
RH Turret
RR Turret — 1
1
Located on the
western edge of
the mountain, the
Freezers is a vital
central control point
in all map variations.
The control point
spawns a variety of
vehicles, including
a battle walker in
the 32- and 64-player modes. In battles of all sizes, the PAC
team should try to hold this position, catching the EU team
in a key choke point as they try to climb the two narrow dirt
roads on the western side of the mountain.
Recon troops positioned around the Central Bose's hill con cover the flogs ot the adja-
cent Freezers and Office — an excellent oversight position uihether sniping or mailing
to detonate demo pachs.
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copying or downloading expressly prohibited.
flffack
As usual, it’s best to rush
this control point with a
vehicle, using one of the
many roads leading into
the facility. Infantry attacks
from the west can succeed,
too. Use the hexagonal
freezer equipment for cover,
advancing through the
narrow passages on your
way to the flag. Or take
the high ground, rushing
along the catwalk system.
The flag’s capture radius is
relatively small, requiring
troops and vehicles to camp
near the pole — or in the
nearby container. If assaulting by air, watch out for the AA
turret on the rooftop near the flag. Stay low and to the
east to remain in its blind spot.
SHU Hi A TAIBA
Central Bose Asset
Halting attacks from the west is as easy as mining the
two western roads. Take up positions along the mountain’s
western ridge and fire down on attackers approaching
from the West Mountain Pass. The rooftop AA turret near
the flag is also ideally positioned for engaging all western
air traffic. Attacks from the north are harder to predict
as there are three main roads running from the Central
Base and Office. If you don’t have the manpower to mine or
defend each road, fall back and tighten up defenses around
the flag with some mines, demo packs, and any vehicles
you can get your hands on.
CENTRAL BASE
Neutral
• Freezers
Ck , , ^ ..^3
■ ^0
Although it spawns
no vehicles, the
central Base is Ell Control PRC Control 16 Plauer 3B Plauef G4 Plauer
one of the most RailQUtl RflilOUn 2 2 2
important control ARM BAM —
points on the
map. Not only is it at the
map’s center, but it’s also
the highest elevation point,
providing a commanding
view of the surrounding
control points. This makes
it a tempting target for
attackers looking to
establish a foothold on the
mountain.
RffflCk
Whether attacking from the
north or south, there are
numerous roads to choose
from. Instead of rushing the
flag directly, flank it from the
west, moving beneath the
massive circular structure.
This is the best way to catch any defenders off guard.
Plus, the structure’s large supports provide some cover. If
attempting an aerial assault, stay along the western side of
the structure to avoid getting hammered by the AA turret
to the east. Instead of flying directly over the flag, consider
dropping troops on the structure’s rooftop. From there
they can parachute down and assault the flag at point-blank
range.
The railguns near the flag are adequate for stopping FAVs,
but they won’t last long in a duel with a tank or battle
walker. Because it has no vehicle spawns of its own, it’s
important to reinforce this site with vehicles from your
team’s base or surrounding control points. A few mines
and demo packs placed near the flag couldn’t hurt either.
In 32- and 64-player maps, the AA turret near the flag is
crucial in controlling air traffic in the center of the map,
making it a prized seat for air defense types. In a pinch, it
can also be used to engage lightly armored ground units
rushing the flag.
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copying or downloading expressly prohibited.
EAST MOUNTAIN PASS
nr.
r - H ^ fa*- * - >
Kj XA
PRC [16 Player]/
• Office
Neutral [32 and 64 Player] rr
^^•Jjijpply Base
HI-15
URZ-B 1
1
RVM-2
BTR-4
1
L-S
T-39
1 1
Railoun
Railoun 2
2 2
DU Turret
DU Turret
1 1
* >: f* *
Y
The Office is
another industrial
facility not unlike
the Freezers. But
this control point
is located near the
mountain’s eastern
slope. The EU team
should try to grab
this control point
early, in an attempt to halt
the PAC advance along the
winding dirt roads ascending
from the East Mountain
Pass. Keeping the PAC team
off the mountain is the key
to bleeding its ticket count.
If the Office is heavily
defended, there’s no easy
way to approach from the
east. Your best chance is
to soften up the defensive
positions with orbital strikes
and mortars before a speedy
vehicle advance. If air units
I are available, use them to
drop troops to the south while avoiding the AA turret by
[the flag. Attacking from the south or west is much easier,
’ as infantry can use the Central Base’s hill to fire down
on defenders. The southern approach also provides more
avenues of attack, including the paved road to the west and
the facility’s catwalk system, accessible northeast of the
Central Base.
Set up stiff defenses along the eastern dirt roads whenever
facing attacks from the East Mountain Pass. Cover this
narrow passage from the nearby cliffs or the catwalks
surrounding the large fuel tanks on the facility’s eastern
flank. The Office’s southern flank is much more porous,
requiring a greater degree of flexibility in defending against
attacks from the Central Base. In this situation, it’s best to
ambush attackers at the flag, using mines, demo packs, or
distant rocket and sniper fire.
All PAC ground
units must travel
through the East
Mountain Pass to
reach the mountain-
based control
points. In 16-player
battles this is easy
enough, as this
East Mountain Pass Assets
MH-15
URZ-B 2
1
2
■
BTR-4 1
—
—
08
Tune 32 1
1-2
—
—
T-39 1
—
2
—
Orbital Strihes 2
—
—
—
UOV Unit 1
—
—
—
Radar Station 1
—
—
Railoun
Railnun 1
1
1
00 Turret
00 Turret
1
1
*PRC Control Only
as the PAC base,
providing them
with easy access.
But in the larger
32- and 64-player
battles, this control
point can be captured by EU
forces, effectively shutting
down the only route into the
mountains.
Attach
When attacking from
the west, use the height
advantage of the mountain
and rain down automatic and
mortar fire on the defenders
below. While teammates
suppress the site with heavy
covering fire, move in with an
FAV for the quick capture.
Heavier fire support is
necessary when attacking
the control point from the
south. Start off by calling an orbital strike, then push into
the site through the western entrances with tanks and any
other vehicles you can round up.
Defend
Use the vehicles that spawn here as the first line of
defense. In all battles this control point produces plenty of
capable vehicles, including two T-39 battle walkers for the
PAC team in 64-player battles. Always put these assets to
use regardless of which direction the attack comes from.
Next, focus on keeping enemy units away from the flag.
Instead of covering all the entry points, center your efforts
on the flag, booby-trapping the capture radius with mines
and demo packs. Fall back to the perimeter and cover the
flag from a distance, preferably from an elevated position.
SHU HI A TAIRA
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copying or downloading expressly prohibited.
In both battles it’s unwise for
EU troops to tread this deeply
into PAC territory unless
they’re looking to sabotage
the enemy commander’s
assets or steal a vehicle.
Speed is the key to staging
these raids, so move in with
an FAV or air unit. Conduct
your business as quickly as
possible and get out. Even
if you have a chance at
capturing the control point
during the 64-player battle,
don’t plan on sticking around
for the inevitable crushing
counterattack originating from
the PAC Camp next door.
The Supply Base SUDDlU M
is another eastern
control point EU Control PRC CohItoI IE PlauGf 32 Plauer* 64 Plauer
dominated by the M0~15 ltflZ~8 — 3 2
PAC team, serving flyfl-jj GTH — 2 1
as its base in the Tu „ e _ j. l
32-player battle. _ _ _
Even though it ^
starts off neutral ZZ iWii ZZ !
in the 64-player — Orbifill SffiliBS — 2 —
version, its close — WM\ — 1 —
proximity to the H RajarSfflfion — i “
PAC Camp ensures ~ ~ : :
that it stays under * = 2 L_
PAC control for flfl TUffGl^ flflTUITBf 1 1
most of the battle. *Pf|[ Control Oflll
Like the Storage
Area to the west, this control point has three landing pads.
Although nothing spawns on these pads in the 64-player
battle, they can still be used to repair air units.
This desert control point doesn’t see much action, but
when it does, it’s usually from the air. Fortunately, the AA
turret on the western side of the facility has a good view
of the surrounding skies. If ground vehicles approach,
hit them with one of the railguns positioned near the flag
or hold back on one of the rooftops and nail them with a
rocket launcher. If the enemy captures the nearby East
Mountain Pass control point, prepare for heavier ground
attacks and consider holding back some of the spawned
vehicles for defense.
PAC CAMP
Although the PAC Camp spawns many vehicles, the team
must make the most of them to capture and hold the
western control points. Even after the initial push, PAC
players should continue to spawn here and drive the more
powerful vehicles to the front line positions. At the same
time, it’s important that most of the team stay on the
attack — there’s no need for 10 players to stand around and
wait for the next air unit to spawn.
MH-15
unz-8
3
2
HVM-2
GTR-4
2
1
88
Tune 32
2
1
—
to 4
2
—
—
BTR-20
1
—
—
Orbital Strihes
2
—
—
UflV Unit
1
—
—
Radar Station
1
—
Railaun
Railaun
2
2
88 Turret
88 Turret
1
1
w 32 and 84 Player w
i PRC [32 Player]/
• East Mountain Pass
^Neutral [84 Player] ^ ^
i i a i
84 Player Only
PflC
• Supply Base
'MS
| ■ ■
P*' T * ~ F r T T ' A**
PHC Comp Assets
PRC Control
64 Plauer
Attach
Any attack attempts on
the PAC Camp should be
made from the air. The
overland journey is too
long and dangerous. But
remember, this is a base
and it can’t be captured.
So focus on destroying
the commander assets
or flying off with one of
the PAC’s air units. Once
on the ground, consider
grabbing a vacant UAZ-
8 to quickly move from
one point of sabotage to the next. This is a large base, and
moving around on foot is dangerous and time-consuming. After
dishing out some damage, make your escape, preferably in an
air vehicle.
UHZ-8
4
BTR-4
2
Tune 32
4
Tune 4
2
BTR-20
2
Orbital Sfribes —
2
URVUnit
1
Radar Station —
1
Railoun
2
RR Turret
2
Air strikes are the biggest
threat to this base, so stay
near one of the two AA
turrets positioned in the
northwest and southeast
corners. Watch out for EU
base campers and vehicle
thieves, too. Base campers
may try to set up near one of
the towers in the center, while
thieves can usually be found
loitering around one of the
four landing pads, waiting for
a Type 4 or BTR-20 to appear.
Consider commandeering one
of the UAZ-8s and patrolling
the camp for troublemakers.
When the EU and PAC clashed at Shuhia Taiba, both sides utilized more than twenty Titans between them. By the end of
fighting a year later, only two remained. Continuous assaults rendered half of the capabilities useless by the first month.
Years later, covered in metal carnage, Shuhia Taiba would be referred to as the “Titan Graveyard.”
EU Military Base
PRC Camp
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
SHU HI A TAIRA
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
In this mode, the EU Military
Base has many of the
same assets and defensive
features as it does in the
64-player conquest mode.
Only this time all air units
f are spawned at the Titan — a
* * i- * 1\ valuable distinction to make
when spawning in for the
first time. But the ground vehicles at the base shouldn’t be
ignored, as they’re useful for rushing Silos 2 and 5.
The EU team should focus on
occupying the mountain and western
half of the map. Players spawning
on the Titan should board the air units and hit Silos
1 and 3 as soon as the battle begins. Meanwhile, fan
out on the ground from the EU Military Base, using the
MK-15 Bandits to rush Silos 5 and 2. With a majority
of the silos under EU control, immediately switch to
defense. Expect heavy ground attacks at Silo 3 as the
PAC units push north from Silo 4. If Silo 3 falls, double
your defensive efforts at Silo 1 to maintain control of
the mountain. Even when the enemy Titan’s shields are
down, continue holding the three westernmost silos. If
the enemy Titan is still in the eastern valley, assault it
with air units. But if it has moved west, use the APCs at
Silo 5 or 2 to stage a pod assault.
SIMM
Like the EU, the PAC needs to
capture and hold at least three of
the silos to gain an advantage. Go
for Silos 1 and 2 at the start of the battle, using the air
units to ferry troops west. Secure the Silos 3 and 4 with
ground vehicles spawned at the PAC Camp. Consider
moving the Titan north to help defend Silos 3 and 4
while the bulk of the team’s manpower concentrates on
reinforcing Silos 1 and 2. Assign at least one squad to
assault the EU Titan as soon as its shields are down,
rushing it from the air with the BTR-20 or from the
ground with an APC. As usual, assaulting squad leaders
should carry spawn beacons, deploying them on the
EU Titan to maintain a presence onboard. Down on the
ground, continue defending the PAC-held silos till the
assault squad knocks out the EU Titan.
/ \ Silo 1 is located at the
' Central Base, on the
mountain at the center
jtWWf' t * le ma P- addition to
^ 1) occupying the highest point
on the map, this site also
produces the only battle
| walker. Both teams should
* g jam — try to take this silo early,
preferably from the air. If
"issiis: . held by the enemy, approach
from the west to steer clear
j °f AA turret. As in the
i ' ' X [ conquest mode, controlling
the mountain helps limit
enemy ground traffic using the nearby mountain pass roads
to the east and west.
EU MILITARY BASE & Ell TITAN
Ell Mililflfii Base/Tifan Assets
EU Control Unit Count
MI-15
URZ-8
1
HVM-2
BTR-4
2
L-5
T-39
1
Roiloun
Roiloun
2
HR Turret
RR Turret
1
III
BASES & SILOS
Silo 3 Assets
PRC Control
NH-15
UAH
2
HVM-2
BTR-4
2
B8
Tuoe 32
1
Railoun
Ralloun
2
BBTorrel
flfi Turret
1
Silo 3 flanks the eastern side
of the mountain, positioned
at the East Mountain Pass.
The site spawns assets
identical to those at Silo 2,
all useful for assaulting the
mountain or defending the
nearby pass. The PAC team
should try to hold this Silo
to reinforce its hold on the
eastern valley. Enemy traffic
moving down the nearby
mountain roads is easy to
intercept.
_ • EUMililarii Base
silo a
Silo 2 Assets
PAC Control
• Silo 3
• P1IC Camp
• Silol
E onto)
1 Turret
mi Turret
Located at the West Mountain
Pass, units at Silo 2 are well
positioned to assault the
mountain or halt enemy traffic
descending it. If attacking the
mountain, avoid the steep road
to the east. Instead use an
APC launch pad to land near
Silo 1 for an infantry assault.
The tank spawned here is
great for shutting down enemy
traffic descending the mountain
roads to the east or assaulting
the surrounding silos.
isum ■,
>"FV
SILO 3
S
ELI Control
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copying or downloading expressly prohibited.
SILO 4
EU Conlrol
Silo 4 Assets
PAC Conlrol
MR-15
UAH
2
HVM-2
BTR-4
2
Rallouo
Ralloun
2
RHTurrel
RHTurrel
1
Located at the Supply Base,
Silo 4 is well within the PAC
team’s zone of control.
Although the landing pads
generate no vehicles, they
can still be used to repair and
rearm air units. If the PAC
Titan hasn’t moved from its
starting position near the PAC
Camp, EU troops can use the
APCs spawned at Silo 4 to
launch themselves skyward for
the final assault. To prevent
this, the PAC team may want
to park its Titan right over Silo
4 and pound any attackers
who get too close.
ILO 5
EU Conlrol
Silo 5 Assets
PAC Conlrol
MR-15
UAH
2
RVM-2
BTR-4
2
Railoon
Ralloun
2
RHTurrel
RHTurrel
1
This silo at the Storage
Area is within easy striking
distance of the EU Military
Base and Titan, practically
making it off-limits for the
PAC team. Like Silo 4, this
site has a few landing pads,
giving pilots another area
to patch up their rides. But
remember, the site must be
neutral or friendly to receive
repairs and ammo from a
landing pad. The rooftop AA
turret has a great view of
the western sky. EU troops
should use it to defend their
Titan and base from aerial
assaults.
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copying or downloading expressly prohibited.
PAC CAMP & PAC TITAN
PflC Camp/Tifan Ossets
fcj
• Silo 4
PRC Control
Unit Count
SHIIHIA TAIBA
H
Tune 32
Tupe 4 [TiTanl
BTR-20 fTitanl
tin Turret
The PAC team begins with
exactly the same assets
as the EU, spread between
this base and the Titan. At
the start of the battle, the
ground units should be used
to capture Silo 4 and Silo
3 while the air units at the
Titan strike out at Silo 1 and
beyond. Since the base can’t be captured, the PAC Team
should move its Titan northeast, helping defend Silos 3 or 4.
Commander: Encourage your squads to stay on
defense at the mountain once a ticket drain is
secured. Help their defensive efforts by dropping
supplies and orbital strikes. The narrow mountain
passes are particularly vulnerable to orbital strikes.
In the 32- and 64-player maps, use frequent radar
scans to watch for aerial flank attacks.
Squad Leader: Bring along a spawn beacon whenever
attacking the mountain control points. Try to drop
it west of the Central Base/Silo 1 , where your
squad’s incoming pods are less likely to be seen by
defenders. Even if your team holds the mountain,
plant a spawn beacon for insurance. Maintaining a
presence on the mountain is the key to victory.
Recon: On offense, use active camouflage to sneak around
enemy positions and stage attacks on undefended control
points or silos. Equip a sniper rifle and demo packs when
defending, using flags or silos as bait.
Assault: Obscure your squad’s movement with smoke
grenades while advancing on heavily defended control
points. Take the lead in such assaults while your
squadmates provide covering fire.
Engineer: Always choose this kit when serving as a driver
or pilot so you can repair the numerous friendly vehicles.
On foot, loiter around friendly control points or the
mountain passes and defend with mines and rockets.
Support: Equip EMP grenades and use your ammo pack
to stay well stocked. Toss the EMP grenades at enemy
vehicles to temporarily disable them, allowing your squad
to take cover or finish off the threat.
KEY CHOKE POINTS
Nountain Passes
Suppress traffic along Hie mountain passes bq
pounding them mith a steady barrage of HPC
mortar rounds. But goull need heavier firepomer
to stop incoming tanhs and battle walkers.
The narrow dirt roads on
the western and eastern
sides of the mountain are
classic choke points, which
both teams should strive
to take advantage of. For
the EU team this means
capturing the Office and
lining the eastern ridge with
defenders firing down on
the East Mountain Pass.
The PAC team needs to
hold the opposite side of
the mountain, near the
Freezers, while pounding the
West Mountain Pass from
above. Engineers, tanks,
battle walkers, and Titan
barrages are all effective at
shutting down these passes.
Add to the chaos by lobbing
APC mortar rounds into these
choke points. Squeeze the enemy team at these passes
as long as possible to maximize the carnage. Ground units
have a tough time bypassing these choke points, so it’s
up to the air units (when available) to stage breakthrough
attacks — make that point clear to your team’s pilots.
LOGISTICAL CONSIDERATIONS
~ * Vehicle combat dominates this
battle, so it’s up to engineers
repairs. All front-line combat
vehicles like tanks and battle
g * walkers should be driven by
$ engineers, allowing them to
jfl repair one another. This is
essential during heated assaults
along the congested mountain
passes. The commander’s
supply drops are more useful
when defending static positions,
especially at hot areas like
the Office and Freezers. Always make note of the supply crate
(on the mini-map) and don’t wander too far away from one. All
infantry squads should be self-sufficient with at least one support
and assault kit to provide first aid and ammo. Support troops
should stay close to engineers or drop an ammo pack near their
positions, providing them with a steady supply of rockets and
mines. The engineers’ anti-vehicle capability is crucial during
battle, so make sure their stocks never run dry.
Increase pr vehicle's life span hi] stalling close
[o another vehicle crewed bq an engineer. Ihis is
the best wag to Beep gour vehicles repaired while
on [he move or under fire.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
^HUHIA TAIRA TESTER TIE**
m m I I i Sk to m—t *53f to M—t fm to to w *53 f
Central Base
FEATURES: Large central control building, pipelines.
ATTACK: Use air vehicles to attack and drop troops at this
control point. Combine this with a land-based attack, and
you should be able to capture it.
DEFEND: Defending this relatively small control point can be
tricky, especially if a vehicle gets up close to the flag. If
you manage to neutralize vehicles before they reach this
point, you should have an easier time defending this flag.
Office
FEATURES: Office building, cisterns, catwalks.
ATTACK: This control point is fairly large, but the area around
the flag is quite small and can be a challenge when you
are in a vehicle. If you stay on the outside of the fence,
you should be fine. You should also be able to function as a
great support weapon for infantry or smaller vehicles.
DEFEND: There are only two entrances to the actual flag. If you
can control them, you should be able to keep vehicles out.
Infantry should take advantage of rooftops and catwalks
to attack vehicles from above.
East Mountain Pass
FEATURES: Military camp, communications tower.
ATTACK: This small control point can be easy to capture if you
have a skilled pilot on your team. The surrounding terrain
gives tanks and soldiers an excellent opportunity to attack
the base from long range.
DEFEND: The tight, fenced-in layout of this control point
makes it a bit easier to defend against vehicles. In the 64-
player battle, the PAC should make good use of the battle
walkers that spawn here. They can easily take out a tank
at close range.
Supply Bose
FEATURES: Large open industrial base, warehouses, containers,
and cisterns.
ATTACK: The open nature of this control point makes it an ideal
target for an air assault.
DEFEND: To hold this control point, coordinate every possible
resource. You will be in trouble if you have no access to
vehicles. A tank, in combination with the static weapons,
should be able to hold this control point for quite some time.
Control of the Central Base is vital for both teams, so
they can push forward on the other side of the mountain.
A coordinated attack with both land and air vehicles is
preferred on this large, open map. Holding the Central
Base can become tricky, because you have to rely on
reinforcements from your other control points. But this can
be used to your advantage — if you manage to take control
of one of the enemy’s rear control points, you can severely
cripple its attack.
In Titan mode, get your Titan to the center of the map
to control several silos at once as well as to provide pilots
with a repair and rearming platform.
Storage Brea
FEATURES: Large factory buildings and silos.
ATTACK: This large facility is vulnerable to attack with a
combination of land and air vehicles. Use your APCs and
air transports to move troops into the central area of the
control point, where there is more cover for infantry. You
can also use the surrounding landscape to surround the
control point with infantry to provide cover fire.
DEFEND: There are several entry points to this control point
but few static weapons. You can cover most of these
points with these weapons, but back them up with tanks
and infantry.
est Mountain Puss
: Military encampment, destroyed vehicles, and
craters.
ATTACK: This base is located on a slight incline and the terrain
should offer protection for attacking troops.
DEFEND: There are several different entrance points, so it may
be hard to defend against vehicles. Mines and the static
weapon should help to some extent. Soldiers should use
buildings and rooftops to attack.
Freezers
FEATURES: Huge industrial area, freezers, catwalks.
ATTACK: Land vehicles can cover large parts of this control
point with their long-distance weapons, but there is also
a big risk of getting ambushed here. Catwalk systems,
rooftops, and various other features make life harder for
vehicles.
DEFEND: There are several ways to move around this control
point. Use them to get the upper hand on vehicles
attacking the base.
In January 2143, the PAC tried to appropriate another key resource target in Egypt, the Sidi Power Plant. The recently
constructed facility provided more than 40% of the EU population’s energy. With each coalition depleted of manpower and
equipment, the battle began primarily as a ground war. The EU’s 3rd and 4th Infantry Divisions established three lines
of defense, fighting off wave after wave of incursions by PAC Special Forces. In March, armored and airborne divisions
arrived for both sides. Within weeks, the fight intensified to become one of the largest and most fervent of the entire war.
SIDI POWER PLANT
SIDI POWER PLANT
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copying or downloading expressly prohibited.
In this head-on battle, the EU team
must secure at least two of the three
neutral control points to bleed the
PAC ticket count. The first priority is the Offices to the
west. Rush it with one of the MK-1 5 Bandits to gain an
L-5 Riesig battle walker. Meanwhile, hit the Warehouses
with the second MK-1 5 and the A8 Tiger, denying the
PAC access to its battle walker. Defend the Offices and
Warehouses while sending the L-5 in to assault the
Reactor Core. If you manage to capture all three control
points, reinforce the Offices and Warehouses to prepare
for a steady stream of attacks originating from the
Military Outpost. Use the UD-6 Talon to provide close air
support as PAC units attack from the south.
Pomer Generator
Military Outpost
l A\
Although the PAC needs only two of
the neutral control points to secure a
drain on the EU ticket count, it’s best
to capture all three. Start by rushing the Warehouses
with a UAZ-8 to spawn the T-39 Bogatyr battle walker.
Simultaneously attack the Offices with the extra UAZ-
8 and Type 32 IMekomata hover tank. Follow up by
assaulting the Reactor Core with the T-39. Lock down
the Offices with the T-39 and the Type 32 while pounding
the EU team at the Power Generator with the Type 4
Doragon and frequent orbital strikes. Keep watch over
the Warehouses too, or risk losing the battle walker.
Use demo packs, sentry guns, or anti-personnel mines to
secure the flag at the Reactor Core, allowing for more
defensive manpower at the Warehouses and Offices.
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copying or downloading expressly prohibited.
gain the upper hand on this map,
the EU team must capture at least
three of the neutral control points.
Begin by rushing the Offices and Warehouses with the
two MK-1 5 Bandits and the air transport. Capturing the
Offices supplies the team with an L-5 Riesig; capturing
the Warehouses denies the PAC team its battle walker.
Use the slower units at the Main Gate to capture the
Power Generator, while the newly acquired L-5 assaults
the Reactor Core. Maintain a solid east/west line across
the center of the map by defending the Offices, Reactor
Core, and Warehouses. Reinforce the Warehouses with
the L-5, as this position is likely to face the brunt of the
PAC assault. While ground units hold firm, harass the
PAC units to the south with the UD-6 Talon. Hold steady
at the map’s center till you have at least a 1 00-ticket
advantage before advancing south.
'M
The PAC team should also strive
to capture the central control
points in an effort to form a solid
defensive line. Rush the Warehouses and Offices with
UAZ-8 Ocelots and BTR-20s to secure the two battle
walker spawn points. At the same time, secure the
Military Outpost with the other ground vehicles from the
Mountain Pass. Form the east/west line by capturing
the Reactor Core with the T-39 Bogatyr battle walker
or with troops dropped in by the BTR-20. Keep moving
vehicles from the Military Outpost and Mountain Pass
to the front lines — the Type 32 IMekomatas are helpful
in holding the Warehouses and Offices. Since there’s
no quick way to end this battle, stay on defense while
the EU ticket count dwindles. Speed things along by
targeting EU attackers near the Power Generator with
orbital strikes.
Nain Gate
Mountain Pass
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copying or downloading expressly prohibited.
Mountain Pass
Out of the seven neutral control
points, the EU must capture at least
four to initiate a drain on the PAC
team’s tickets. While any combination works, focus
on securing the control points that provide the most
valuable vehicles. Rush the Harbor with one MK-1 5
Bandit while an air transport drops troops at the
Communications control point — both provide the team
with an L-5 Riesig battle walker. Use the remaining MK-
1 5s to capture the Offices and Power Generator while
the second air transport drops a squad at the Reactor
Core. Reinforce these critical control points before
attempting to take any others. Keep the L-5 battle
walkers spawned at the Harbor and Communications on
defense to better secure the flanks. Meanwhile, repel
attacks in the center with the UD-6 Talon and A8 Tigers
positioned at the Offices, Power Generator, and Reactor
Core. Hold out at these positions till a significant ticket
advantage is established before attempting to capture
the other PAC-held control points.
m\
Like the EU, the PAC team should
also focus on securing the most
asset-rich control points. As soon
as the battle starts, send a full BTR-20 to the Harbor
while a UAZ-8 rushes Communications. These outer
control points each spawn a T-39 Bogatyr battle walker.
Use the second BTR-20 and more UAZ-8s to capture
the Warehouses and Reactor Core. The Type 32s and
BTR-4s spawned at the Mountain Pass should capture
the Military Base on their way to reinforce the central
positions. Lock down these control points with mines,
anti-aircraft fire, and the Type 32 IMekomata hover tanks.
If necessary, counterattack using the T-39 Bogatyrs from
the Warehouses, Harbor, or Communications control
points. Support the defensive effort with the Type 4
Doragons and BTR-20s, always using the Mountain Pass
landing pads to rearm and repair. Keep up the pressure
on EU positions with frequent orbital strikes and APC
mortar barrages. As long as the EU ticket drain is in
effect, stay on defense.
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copying or downloading expressly prohibited.
&f AIN GATE
32 and 64 Player
Ell
• Offices
• Poiuer Generator
• Harbor
Main Gate Assets
EU Control
64 Player
MH-1S
2
3
flVM-2
2
2
H8
2
2
HD-12
1
2
Orbital Strihe —
2
2
UHV Unit — 1 1
Radar Station — 1 1
Railnun — 1 1
AA Turret — 1 1
Located on the
northern edge of the
map, the Main Gate
serves as the EU
base in the 32- and
64-player battles. The
three roads branching
out of the base to the
south give them easy
access to adjacent
control points like
the Harbor, Power
Generator, and Offices
But these roads
allow PAC attackers
them to the front lines.
sit around only encourages
|theft by PAC raiders — who KW I
gladly put them to use.
When attempting to ^ ■ -C
the dirt roads on the eastern
■ p': .TV
or western flanks, preferably
in an FAV. These roads run
along the map’s perimeter,
allowing you to avoid the heavy action in the center. Or
better yet, hitch a ride in an air transport and drop in from
above. Most of the EU commander’s assets are located on
the southern side of the facility, making them easy targets
for sabotage. But the radar station is positioned outside,
on a hill to the south. These hills to the south are also
useful if you’re looking to camp the base from a distance.
If the EU team has nowhere else to spawn, consider laying
siege to the Main Gate from these elevated positions.
Although this base can’t be captured, it’s still a good idea
to watch over the vehicle spawns and commander assets.
The AA turret positioned between the two landing pads has
an awesome view of the surrounding air space. Although
it lacks the armor-piercing punch of the railgun near the
southern entry point, the AA turret’s field of view and rapid
fire make it capable of engaging numerous targets. Use it
to knock down air threats approaching from any direction
or mow down enemy infantry attempting to sabotage the
commander’s assets to the south. Always stay near this
turret when tasked with defending the base.
POWER GENERATOR
EU [1G Player/
Neulrel 132 and G4 Player
[IfiMIlTO
• Nam Gate
Offices
Poiuer Generator Assets
MH-15
URZ-B 2
2-1 1
flVM-2
BTR-4 1
1
A8
1
1 1
Railoun
Railoun 2
2 2
HA Turret
HA Turret 1
1 1
*EU Control Only
The Power
Generator appears
in all the battles
and serves as
the EU base in
the 16-player
version. It favors
the EU team in
the 32- and 64-
player battles
too, spawning an
A8 Tiger tank. l\lo tanks are
spawned here for the PAC
team. The additional tank
spawn point and the site’s
close proximity to other
control points is reason
enough for EU troops to hold
tight here.
Attack
This control point sits in
a low depression at the
northern bend in the river.
Always try to approach from
the north or west, where
you can attack from the high
ground. Even if no enemies
are spotted, take a few
seconds to scan the area around the flag for booby traps
before rushing in. There are no good hiding spots within the
flag’s capture radius, so take cover along the nearby crates
and concrete obstacles if you’re on foot.
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copying or downloading expressly prohibited.
Defend
Four roads converge on the Power Generator, making
it difficult to predict the direction of incoming attacks.
In addition to the roads, the control point can also be
assaulted by infantry rushing across the pipes to the
south — such attacks are likely if the enemy holds the
Reactor Core. Unless you have the manpower, forget
covering each possible entry point. Instead, booby-trap the
flag’s capture radius with mines and demo packs, then
retreat to the northeastern hill to defend from a distance.
The concrete bunker on the hill is a good overlook position,
with a good view of all the nearby roads. But the nearby
tree blocks its view of the flag.
HARBOR
In the 64-player
battle, the Harbor
control point is
located along
the river to the
northeast and is
somewhat isolated
from the chaotic
fighting in the
map’s center. But both
teams should make an effort
to capture and hold this
control point as it spawns
a valuable battle walker.
Gaining a battle walker here
makes it easier to assault or
reinforce the nearby Power
Generator and Warehouses.
• Pomer Generator
fV ,Harehouses
Harbor Assets
Ell Control PRC Control IE Plauer 32 Plauer G4 Plauer
MI-15
URZ-8 — — 1
L-S
T-39 — — 1
Ralloun Raileun — — 2
RR Turret RR Turret — — 1
Rtrach
When attacking in a vehicle,
advance through the eastern
entry point in an attempt to
catch defenders off guard.
This side of the Harbor
can be accessed via the
dirt road flanking the hill
to the southeast as well
as the road fording the river to the northwest. Moving in
on foot can be effective too, but only attempt this from
the north by climbing the ladders on the dock. If available,
commandeer the vacant battle walker near the crane and
use it to clear out defenders before converting the flag.
The flag can be converted or contested from the southern
rooftop, so watch for defenders camping the flag radius.
Defend
When it’s not needed elsewhere, use the battle walker to
lock down this control point. Otherwise, man the defensive
weapons and cover the narrow entry points to keep
attackers out. The eastern and western roads are the most
likely avenues of attack and are best defended with the
two railguns or mines. In addition to shooting down enemy
aircraft, the AA turret on the northern dock can also
cover the northwest approach, blasting enemies advancing
from the Power Generator. If defending alone, consider
booby-trapping the flag and watching it from the crane or
surrounding hills.
Like the Power OffjCeS flSSetS
r^griQpgt-Qp t-Hg
offices benefit the Ell Control PRC Control 16 Plauer 32 Plauer E4 Player
EU team more than LJi_
it does the PAC RailQUn
team. When held by j
the EU, this control
point spawns an
L-5 Riesig — PAC captors
only receive a UAZ-8 Ocelot.
But that doesn’t mean the
PAC shouldn’t go for this
control point. Denying the
EU another battle walker can
make a big difference in the
final outcome.
Attack
Advance on the Offices
from the northwestern or
southwestern dirt roads to
avoid the fighting along the
river. On the way in, watch
for defenders hiding among
the structures. If you’re
expecting heavy resistance,
request UAV support from your commander and use the
intel to quickly hunt down the defenders. Request an orbital
strike if necessary. The flag’s capture radius is relatively
large, so don’t worry about clustering too tightly around its
base. The flag can also be converted from the top of the
adjacent platform to the north.
Keep an eye on the mini-map and study the status of
the surrounding control points to predict the most likely
avenues of attack. If the enemy holds the Reactor Core,
pack the eastern bridge with explosives and automatic fire.
Attacks from the north and south are best stopped at the
flag, as the other entry points are too numerous to defend
individually. Sprinkle the outer boundaries of the flag’s
capture radius with mines or demo packs to stop vehicle
captures. Consider dropping an anti-personnel mine on the
northern platform’s staircase too. The AA turret has a
good view of the flag and can be used to knock out enemy
aircraft, infantry, and FAVs. However, its view to the east
is obscured by the nearby structures, so be prepared for
point-blank aerial assaults from this direction.
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copying or downloading expressly prohibited.
Attack
Steer clear of the bridges
on the eastern and western
sides of the Reactor
Core — they’re often booby-
trapped with explosives.
Instead, opt for the shallow
river fords to the northeast
and southwest. The flag is
positioned at the center of the circular reactor and cannot
be captured by most ground vehicles. However, battle
walkers can maneuver inside the capture radius, though
the cramped conditions leave them vulnerable to infantry
ambushes. You’re better off moving in on foot. But before
rushing in, toss in some EMP grenades to temporarily
stun defenders and disable sentry guns. In the 32- and 64-
player maps, try assaulting the flag with an air transport,
dropping a squad right into the capture radius.
Defend
REACTOR CORE
If available, import a battle walker from one of the
surrounding control points to hold down this control
point. Not only can it defeat most attacks, but it can also
contest or retake the flag if it’s captured. If no outside
vehicle support is available, reinforce the area around
the flag first. A couple of inward-facing sentry guns
positioned around the core’s perimeter is a good hands-off
solution. Demo packs are even more effective, but require
supervision to detonate them at the right time. Next,
defend the outer perimeter, mostly by loading the two
bridges with mines or demo packs. The narrow dirt road
entry points to the north and south should be covered too.
J— _ ■■ 1 t • ■ _ ^
i
I rii
k* m f
1 Neutral
• Offices
EC _j3
— . •Warehouses --
In the 32- and G4-plager battles, don't land at the Reactor Core's landing pad for repairs.
The area Is far too dangerous. Instead, use one of the landing pads at poor base, inhere
gou re less lihelg to get blasted.
Reactor Core Rssets
In all battles, the
Reactor Core is the
only spot on the EUContfo! PRC Control IE Plauer 32 Planer 64 Planer
map that produces UH TUDB 4
an gunship. This Railoon RjM
and its central
location often make it the
most contested control point
on the map. But sometimes
holding this central island
is more trouble than it’s
worth, especially if your
team doesn’t hold the nearby
Warehouses and Offices.
WAREHOUSES
The Warehouses
are similar to the
Offices on the
Warehouses Assets
Ell Control PRC Control IE Plauer 3S Plauer 64 Plauer
H-1S
00 Turret
opposite river bank. I
But this control RoilQUIl
point benefits the ^
PAC team most,
spawning a T-39
Bogatyr battle walker. If the
EU captures this position,
they only get a MK-15
Bandit. Regardless of its
assets, this is a critical
central control point with
roads leading to the Power
Generator, Harbor, Reactor
Core, and Military Outpost.
Attack
Steer clear of the activity
along the river by hitting
this control point from
the northeastern or
southeastern dirt roads. If
it’s lightly defended, rush
in with an FAV and park next to the flag to capture it.
But if you suspect booby traps around the flag, consider
dismounting and moving in cautiously on foot, using the
buildings for cover. It’s a good idea to plant a spawn
beacon somewhere in the facility in case your initial assault
fails. Advance on the flag and hide among the crates and
containers while converting it.
Unless you are backed up by tanks and battle walkers,
it’s impossible to completely shut down access to this
large facility. There are simply too many points of entry
to cover. Instead, load the capture radius with mines
and demo packs, then back off and cover from one of
the two accessible warehouse rooftops to the east or
west. Both offer excellent views of the flag, ideal for
snipers and rocket-toting engineers. Don’t forget the
site’s defensive assets. The railgun to the north can cover
the northwestern dirt road as well as the Reactor Core
bridge to the west. Although its view to the west is totally
obstructed, the AA turret has a good line of sight on the
flag and surrounding air space.
Attack
This control point is a good
candidate for an airborne
assault, especially for the EU
team. Load an air transport
and fly in along the river,
exploiting the AA turret’s
eastern blind spot. If the AA
turret is manned, always
land troops on the eastern
slope of the hill. Then move in
on foot, using the com tower
and container on the eastern
side of the hill for cover while advancing on the flag. Gather
around the flag or on the nearby structure to convert it.
If attacking in a vehicle, watch for mines placed along the
narrow dirt roads. When possible, use the less-traveled
southern road to access the hilltop.
Defend
Use the hill’s height advantage to spot and engage
incoming attacks at a distance. Engineers and recon troops
posted along the eastern side of the hill can blast incoming
enemies near the Military Outpost and Offices. But defend
against rush attacks, too, by mining the northern and
southern dirt roads or manning the two railguns — the
northern railgun has a clear shot into the Offices. Although
the AA turret’s view to the east is obscured, it can cover
the air space over the flag and pummel any vehicles or
infantry gathered around its base.
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copying or downloading expressly prohibited.
In terms of assets
provided, the
Communications EU COfllTOl
control point is the HH~1S
mirror image of the
Harbor, spawning jjjjjjj m
HB Turret
an FAV and battle
walker for both
teams. Its proximity
to the Mountain Pass base
allows the PAC to exert
control over this facility for
most of the battle.
Communicorions Assets
PUC Control IE Plauer 32 Plauer
uflz-8 — —
H9 — —
Railoun — —
RR Turret — —
64 Plauer
_j
_J
2
1
| hii
• Power Generator
• Reactor Core
• Military Outpost
S1P1 POWER PLANT
COMMUNICATIONS
• Offices
• Military Outpost
§»». 64 Player Only
Neutrr
Defend
Like the Communications control point, the Military Outpost
sits on a slight hill with a great view of the surrounding area.
For an even better view, take up positions in the bunker
to the west and engage incoming attackers with sniper or
rocket fire. Consider mining the roads too, including the
western dirt road. The northern railgun has a great view of
the Warehouses, capable of knocking out incoming vehicles
at long range. But the AA turret has the best view of the flag
and airspace above. Use it to kill (or disable) enemy infantry,
air units, or FAVs clustered around the flag.
When filling, slag along fhe river fo avoid anfi-aircraff fire. The BR forref af The Poirier
Generators is fhe onlg one fhaf poses a fhreaf along this central corridor.
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copying or downloading expressly prohibited.
MOUNTAIN PASS
32 and 64 Plager
PHC
• Militarg Outpost
EW™
PRC Control
Situated on the
southern edge
of the map, the
Mountain Pass is
the PAC base in the
32- and 64-player
battles, spawning
the bulk of PAC
vehicles. All roads
leading out of the
Mountain Pass head
north, providing
quick access to the
Military Outpost
and beyond. It’s
important that the PAC team
continually ferry the vehicles
spawning here to the front-line
positions, especially the Type
32 Nekomata hover tanks.
Mountain Pass Assets
URZ-8
2
3
BTR-4
2
2
Tune 21
2
2
BTR-20
1
2
Orbital Strihe —
2
2
UflV Unit — 1 1
Radar Station — 1 1
Railnun — 1 1
flfl Turret — 1 1
The Military
Outpost is like
the PAC’s version
of the Power
Generators. In
addition to serving
as the PAC base
in the 1 6-player
mode, it also
spawns a Type 32
IMekomata hover
tank in the larger
battles. No tanks
are spawned here
for the EU team.
The PAC team is likely to
hold this control point for
most of the battle anyway,
as it sits on its base’s
southern flank.
Militarij Outpost Assefs
MR-16
URZ-8 2
1TEN12 T
RVM-2
BTR-4 1
1
—
Tune 21 T
1 1
—
Orbital Strihe 2
—
URV Unit T
—
Radar Station T
Railnun
Railnun 2
2 2
nn Turret
BR Turret T
1 1
*PRC Control Only
Attach
When attacking in a vehicle,
infiltrate the Military
Outpost via the western
dirt road, climbing the
hill near the bunker,
the top of the hill, fan
if necessary and take
cover among the various
structures. Target any
gunners in the nearby AA
turret and railguns before
advancing on the flag. The eastern approach is best
reserved for infantry attacks. File in through the breach in
the wall and assault the flag at point-blank range. Use the
crates surrounding the flag as cover during the conversion
process. If attacking from the air, always stay to the west
of the bunker to avoid the AA turret.
MILITARY OUTPOST
mi
f PHC [1G Plagsr]/
Neutral [32 and 64 Plager]
w u
• Warehouses
• Communications
__ • Mountain Pass
$1D1 POWER PLANT
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copying or downloading expressly prohibited.
Limit your attacks on the f
Mountain pass to quick ■
airborne raids, targeting the
PAC commander’s assets. |
Fly in along the river and '' '
unload on the western flank
of the facility to avoid getting
shot down by the AA turret.
Enter through the hole in the fence and quickly drop demo
packs on the orbital strikes and UAV unit inside the facility.
Don’t forget the radar station on the hill to the north.
Retreat using the same air unit, or steal a vacant PAC
vehicle to make your escape.
Don’t expend too much manpower on defending the base,
but still consider leaving at least one defender back to
watch over the vehicles and commander assets. Both the
railgun and AA turret have an excellent view of the main
road to the north as well as the base’s interior. Since air
and FAV attacks are the most common, stick with the AA
turret, as it is capable of quickly defeating both. However, it
can’t cover the gully to the west, so watch out for infantry
sneaking into the base from this direction.
At first, PAC utilized its depleted Titan fleet conservatively in its attack on the Sidi Power Station. Similarly, the EU
relegated its armada to primarily non-battle zone transportation duties. Soon, however, the ground war intensified. More
air support and delivery was required. Within a month, the skies were again filled with Titans.
TITAN MOOE
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copying or downloading expressly prohibited.
The EU team must act fast to capture
the silos on the northern half of the
map. Players spawning on the Titan
should use the air units to go after Silos 2, 4, and 5 in
the center — securing Silos 4 and 5 provides the team
with a couple of L-5 Riesigs. Meanwhile, teammates
on the ground should capture Silo 1, using one of the
MK-1 5s spawned at the Main Gate. It’s also important
to move the A8 Tiger tanks to the central silos for
defense, as the L-5 Riesigs won’t last long against the
PAC’s incoming Type 32 Nekomata hover tanks. The
commander should consider moving the Titan south, too.
Its massive turrets are useful for defending the central
silos. With four silos under EU control, it’s only a matter
of minutes before the enemy Titan’s shield goes down.
Pull at least one squad off defense and assign it to
assault the PAC Titan. The rest of the team should stay
on defense, holding as many of the silos as possible to
preserve the EU Titan’s shields.
Like the EU, the PAC team should
attempt to dominate the center of
the map. Use the air units on the
Titan to rush Silos 2, 4, and 5 as soon as the battle
begins. The PAC commander should get the Titan on the
move, too, flying it toward Silo 2. On the ground, use
the UAZ-8s to rush Silo 3 while the Type 32 Nekomatas
reinforce Silos 4 and 5. If Silos 4 and 5 are under PAC
control, use the two T-39 Bogatyrs to lock down the
map’s center, assaulting Silo 2 if necessary. Once the
Titan arrives, it can help pound enemy units around the
central silos as well as challenge air threats with its anti-
aircraft turrets. Hold the four southernmost silos till the
EU Titan loses its shield. At that time, get a squad or
two on the EU Titan for the final takedown. But don’t let
up on defense on the ground. Instead, use the ground
fight as a diversion to draw EU defenders away from
their Titan.
MAIN GATE & EU TITAN
Main Gate/Titan Assets
S22H
•Silol
-yi • Silo S
1
EU Control
Unit Count
MU-1S
2
nvM-e
2
are spawned by the
They’re particularly
spawned at Silos 4
are available for EU
• Main Cafe
As in the conquest battles,
the EU starts in the north
at the Main Gate base, with
its Titan floating nearby.
While the FAVs and air units
supplied here are great for
rushing silos, it’s the A8
Tiger tanks that allow you to
hold them. IMo other tanks
silos, so keep these two in the battle,
useful at blasting the battle walkers
and 5. The Main Gate’s landing pads
pilots in need of repairs and ammo.
SILO 1
Silo 1 Assets
EU Control PAC Control
MH-1S
UHZ-S
1
HVM-2
BTR-4
1
Rail
Rail
2
DU Turret
nn Turret
1
Silo 1 is located at the
Harbor, to the northeast. EU
troops have the best chance
of capturing this site early by
rushing it from their nearby
base or Titan. However,
the PAC team should try
to capture this site too, as
its AA turret is great for
engaging air traffic around
the EU Titan. The silo also
produces the closest APC
to the EU Titan’s starting
position, ideal for the final
assault.
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copying or downloading expressly prohibited.
•Silo 4
• SiloS
silo a
EU Control
Silo 2 Assets
PHC Control
SiPi POWER PLANT
Railoun
Railoun
2
RR Turret
RR Turret
2
BPCs ore spawned only at Silos 1 and 3. Chech these sites when loohing for a pod ride
onto the enemy Titan.
SILO 4
If you can't get into Silo 2 on foot, try using an UPC pod launcher. Drive the HPC within 300 meters
of the site and properly aim your pod before launching. Once in the air. guide the pod toward the
center of the Reactor Core, landing it right next to the silo. R squad can launch into and convert
Silo 2 before enemy troops even realize it's no longer under their control.
SILO 3
Silo 3 Assets
EU Control PHC Control Unit Count
■iiiiHHtjiiiiniimfM
Positioned at the center
of the Reactor Core, Silo
2 must be captured by
infantry. Even the battle
walkers can’t get close
enough to convert this silo.
The railguns and AA turrets
positioned on the island’s
corners give this site some
serious defensive teeth.
The AA turrets in particular
are extremely valuable,
allowing defenders to control
air traffic along the river
corridor. Friendly pilots can
repair and rearm at the
site’s landing pad, but it isn’t
recommended — it’s simply
too dangerous to land in this high-traffic area.
unz-8 i
BTH-4 1
Rnilnun 3
RR Turret 1
Occupying the same hill as the
Communications control point
in the conquest battles, Silo
3 is the southernmost site,
making it easy for the PAC
team to capture at the onset.
It produces the exact same
assets as Silo 1 at the Harbor,
including an AA turret with
a good view of the air space
around the PAC Titan. The hill
itself provides an awesome
view of Silos 2 and 5, making
it an ideal sniping position
for long-range specialists like
recon troops and engineers.
WH5
nvM-a
Railoun
RR Turret
• SOul
• Silo s
Mountain Pass
Silo 4 Assets
EU Control PRC Control Unit Count
kS T-33 1
^ Railoun Railoun 1
RR Turret RR Turret 1
Positioned on the western
side of the Offices, Silo 5
produces another battle
walker, making it a valuable
site for both teams. Its AA
turret has a decent view of
the eastern skies, capable
of downing enemy air units
flying over the river and
Silo 2. The railgun’s view
is less impressive, but can
still pound enemy vehicles
gathered around the silo.
But ground threats are best
defeated with the site’s
battle walker.
• Main Gate
• Silo 2
• Silo 3
T-33 1
Railoun 1
RR Turret 1
Silo 4 is located on the
eastern edge of the
Warehouses, and provides its
captor with a battle walker.
Both teams should try to
hit this site early, preferably
with an airborne assault. In
addition to a battle walker,
captors gain an AA turret
with a commanding view of
the surrounding air space — no
other AA turret on the map
has this kind of coverage. The
railgun has a great angle on
the eastern bridge, capable
of blasting any vehicles
advancing from Silo 2.
SILOS
EU Control
Silo 5 Assets
PRC Control
Ljj
Railoun
RR Turret
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Engineer: Pound enemy tanks and battle walkers at a
distance from rooftops at the Warehouses or the hills to
the south. On defense, surround flags/silos with mines to
prevent vehicle rushes. When possible, grab an FAV or APC
and repair friendly vehicles while on the move.
Support: Defend the flag/silo at the Reactor Core with
an inward-facing sentry gun. Bring along some EMP
grenades to disable the numerous tanks and battle
walkers prowling the map. Keep your squad’s engineer(s)
stocked on rockets and mines, especially when defending.
mountain pass
Mountain Pass/Tifan Assets
■ PAC Control Unit Count
mm
• Silo 3
• Silo 4
Type 4 [Tim
BTR-SO Niton!
Orbital Strike
Mat Station
KEY CHOKE POINTS
Reactor Core Bridges
With most of the roads
running north and south
along the river banks,
the bridges flanking the
Reactor Core stand out as
the map’s major east/west
crossing. These two bridges
span the river connecting
the Reactor Core to the
If available, drop EMP mines on tbe bridges to Offices on the west and
disable vehicles, then hit them nil rochets and the Warehouses to the
anil Other explosive monitions. east. Although there are
many shallow spots in the
river where vehicles can cross, these bridges are still high-
traffic areas because of the surrounding control points
and silos. Defenders can limit traffic here by using mines,
demo packs, and the Titan turrets, or simply by covering
a bridge from a distance with rockets and automatic fire.
To avoid this congested area, use the shallow areas in the
river directly north and south of the Reactor Core. Battle
walkers can cross the deeper areas without taking damage.
LOGISTICAL CONSIDERATIONS
Winning these battles of
attrition often comes down
to holding territory as long
as possible. Engineers play
a large role in defending the
central control points and
silos here, but they’ll need
a steady supply of ammo
provided by support troops
or supply crates to keep Keep [he high-traffic Offices and Warehouses control
their rocket launchers firing, points me! stocked on ammo and first-aid packs.
Engineers should also pilot
the tanks and battle walkers, so they can repair each when
on offense or defense. Commander supply crates are most
helpful on defense, particularly around the heavily contested
Offices and Warehouses. Remember, air units can repair
and rearm themselves at landing pads. The landing pads at
the Main Gate and Mountain Pass are distant enough to
allow air units to repair without taking heavy fire.
Commander: Direct your squads to attack and hold
the Offices and Warehouses, which produce battle
walkers. Focus orbital strikes around the congested
areas in the map’s center, like the Reactor Core
bridges. In conquest mode, stay near your base and
use the AA turret to fend off air attacks.
Squad Leader: Consider deploying a spawn
beacon either west of the Offices or east of the
Warehouses to maintain a presence in the map’s
center. As usual, make sure your squad has a fresh
set of orders, especially when it’s time to defend.
Recon: Snipe enemies near the map’s center from the
southern hills by the Communications and Military
Outpost control points. Also, use demo packs to
reinforce the contentious central flags/silos, such as the
Reactor Core.
Assault: Equip this kit when conducting infantry assaults
around the central control points or on the enemy
Titan. A first-aid kit and defibrillator are a huge help
when attacking these carnage-heavy areas. Use smoke
grenades to help obscure movement around the open
spaces of the Offices and Warehouses.
Railnun
Ufl Turret
The PAC team and Titan
enter the battle along the
southern edge of the map
at the Mountain Pass
base. This is the only spot
that spawns the Type 32
IMekomata hover tanks. PAC
troops should move these
tanks near the central silos
to help assault and defend — they’re great at knocking out
enemy battle walkers. Instead of landing at Silo 2, PAC
pilots should always use the landing pads here or the
Titan’s hangar to repair and rearm.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
SIDl POWER
CONQUEST /TITAN STRATEGY
Reactor Core
FEATURES: An island with a large reactor core in the middle.
To win this battle, a team must take control of the Reactor
Core island in the middle of the map. This control point
works as a bottleneck for the enemy forces, and at the
same time it spawns the only gunship on the map. Once
either team controls the island, that team can block off the
attackers. If pressed, make sure to use the dry riverbed to
launch attacks on the enemy’s flanks.
Power Generator
FEATURES: An electrical generator set in the dry riverbed.
ATTACK: The PAC should use the dry riverbed as a route to
this control point, which provides a much better chance of
getting heavy vehicles through without being noticed. An
FAV sneak attack using the riverbed also will do nicely.
DEFEND: Make use of the static weapons here. Also put mines
in the slopes leading down to the control point. Defenders
should be aware of the route across the riverbed, which
allows attackers to get into this point from behind.
Infantry should use the generator housing to get to higher
ground and defend from up there.
ATTACK: Heavy vehicles have a hard time getting across the
bridges to the island. Instead, use the dry riverbed to
cross the river and come up on the sides of the island.
Infantry can move along the riverbed or use the containers
and crates on the bridge for cover. Snipers positioned high,
either in the Warehouse area or in the Offices area, help
take care of enemy defenders.
DEFEND: Mine all access routes to the island and use the
gunship to attack invaders.
Offices
FEATURES: Office buildings and barracks for workers situated
along a dry canal.
ATTACK: The control point is pretty open and flat. Use heavy
vehicles to establish control of the area while infantry
sweep the area for enemy soldiers.
DEFEND: Use mines to close off access via the bridge. If PAC
controls the flag, focus defenses toward the northern
entrances. Mine these, because EU reinforcements come
this way.
CommunicoMons
FEATURES: On a small hill, a large communications mast has
been erected, surrounded by barracks.
Harbor
FEATURES: A large crane and warehouses at a small river harbor;
a barge on the dry riverbed just off the harbor edge.
ATTACK: The control point is rather open, but it’s set off a bit
from the rest of the battle area. Air transports with a
full squad can capture this control point quickly. Use the
rooftops as a safe haven for squad leaders to place spawn
beacons.
DEFEND: Mine the entrances to stop heavy vehicles from
getting to the control point. Be aware that attackers can
also use the riverbed to launch an infantry attack from the
dry harbor, using the stranded barge as a ramp to reach
the harbor edge.
Warehouses
ATTACK: If mines are placed in the right position, the hill can
be hard to reach by heavy vehicles. Instead, use FAV and
air transports to attack the control point from above, or
drive up the outskirts of the area and get out. There aren’t
many places to hide, but make sure the barracks on the
top of the hill and the containers don’t conceal enemies
waiting to take back control of the area.
DEFEND: Mining the two paths up to the communications
mast makes this control point easier to defend. The
battle walker that spawns here is excellent for taking out
infantry and heavier vehicles. Be aware that infantry can
climb the hill out of sight and launch an attack on the flag.
Nilitonj Oufposf
FEATURES: A military encampment in the mountains overlooking
the Sidi Power Plant gorge.
FEATURES: Warehouses clustered along the bank of the river.
ATTACK: There are many ways into the facility, but the actual
control point is set deep inside. Heavy vehicles have a hard
time surviving. Attack with soldiers, who can step out of
vehicles at the edge of the facility and find their way on
foot to the control point. Use buildings for cover.
DEFEND: Use mines to close off access via the bridge. If the
EU controls the flag, focus the defenses toward the
southern entrances. Mine these, as PAC reinforcements
come this way.
ATTACK: Since the Military Outpost lies high in the mountains,
the easiest way to attack this point is by using the air
transport with a full squad. Any full-scale attack like this
makes the area pretty easy to control.
DEFEND: The highest risk here is stray FAVs or aircraft.
Defend by using the AA turret and be prepared for infantry
dropping in from above.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
CANAL
As the PAC launched diversionary strikes from Italy into North Africa, it secretly gathered forces in the Sinai Peninsula to
prepare for a full-scale assault on the continent. On May 1st, four PAC Command Divisions flew into Libya to engage the
EU’s 6th Army Group. This left the 5th Corps at the Suez Canal without support when the Southern Command Group, led
by General Muunokhoi, raced into Egypt. The EU forces staved off Muunokhoi’s army until help finally arrived via the 10th
Airborne Division. Had the PAC seized the Suez Canal, it would have severely compromised the EU’s ability to defend Africa.
Refugee Camp
Trash Dump
All control points are up for grabs
in this Double Assault map. The EU
team should start by rushing the Inner
all the vehicles spawned at the Refugee
Camp. Keep the A8 Tiger tanks and L-5 Riesig at the
Inner Bridge Lock to defend while sending at least one
MK-1 5 Bandit east to capture the Trash Dump — bypass
the Outer Bridge Dock for now. Capturing the Trash
Dump denies the PAC access to its tank and battle
walker, making an EU victory at the Outer Bridge Lock
much easier. Defend the Trash Dump to the east while
assaulting the Outer Bridge Lock from the west, sending
the A8 Tiger tanks and L-5 Riesig in to capture the flag.
Immediately defend all four flags to prevent the PAC
from opening a new front.
Bridge Lock with
The PAC must capture the EU’s
starting control point at the Refugee
Camp to gain an advantage. Move all
the Outer Bridge Lock, using the Type
32 Nekomata hover tank and T-39 Bogatyr battle walker
to capture and defend it. Meanwhile, keep pushing west
with the UAZ-8 Ocelot, racing past the Inner Bridge
Lock and into the Refugee Camp. Enter through the
northwestern wall breach to avoid traffic on the bridge.
Taking the Refugee Camp removes the EU’s tank and
battle walker spawn points. Secure the Refugee Camp
with infantry to prevent a counterattack while the Type
32 and T-39 move in on the Inner Bridge Lock. Use the
Type 32 to blast any defenders in the facility while the
battle walker advances up the control point’s main steps
to capture the flag.
ground vehicles to
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
SUEZ
CANAL
Inner Bridge Loch
Ourposr
With minimal firepower at the front
lines, the EU must quickly move tanks
and battle walkers east to meet the
PAC advance. Meanwhile, use infantry [mostly engineers)
and the UD-6 Talon to hold out at the Oil Station as long
as possible — prevent the PAC from capturing a control
point to maintain the initial drain on its ticket count.
Reinforce the Trash Dump and Outer Bridge Lock with
one A8 Tiger and one L-5 Riesig each. If the Oil Station is
still in EU hands, send the third L-5 Riesig to help defend
it. As the PAC attack progresses, it will get stronger,
gaining new Type 32 IMekomatas at the eastern control
points. Make a stand at the Outer Bridge Lock, securing
the bridge and canal with all available tanks and battle
walkers. Keep the AA turrets firing too, preventing the
PAC Type 4 Doragon from dropping troops on the Inner
Bridge Lock. Hold out at these two western control
points till the PAC ticket count is depleted.
Speed is the key to gaining a foothold
on the eastern control points before
the EU can adequately defend
them. Overwhelm the Oil Station with all ground units
and the Type 4 Doragon, capturing the flag to halt the
ticket drain. Keep pushing west, using the new Type 32
IMekomata and UAZ-8s to supplement the assault force.
Absorb the Trash Dump and Dry Lake to gain more
Type 32s. Defend the eastern control points against
counterattacks while attempting covert or airborne
assaults on the Inner Bridge Lock. Denying the EU its A8
Tigers, L-5 Riesigs, UD-6 Talon, and commander assets
greatly inhibits its ability to withstand a frontal assault at
the Outer Bridge Lock. Stage ground units at the Trash
Dump for the final assault, and rush in to attack the
Outer Bridge Lock as soon as the Inner Bridge Lock is
neutralized. With all flags captured or neutralized, hunt
down the remaining EU troops and defend all flags to
ensure the enemy has nowhere left to spawn.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
H I
In this larger battle, the PAC attacks
from two fronts, requiring the EU to
split its front-line defenses between
the Oil Station and Dry Lake. As in the 32-player battle,
reinforce these positions with A8 Tigers, L-5 Riesigs, and
the UD-6 Talon spawned at the western control points.
Hold these (and all) control points as long as possible to
keep bleeding the PAC ticket count. But if these front-line
positions fall, retreat to the Outer Bridge Lock and stop
the PAC advance at the canal. The three westernmost
control points produce the most valuable vehicles, so
keep them under EU control — stopping the onslaught
of PAC Type 32s is extremely difficult without tanks,
battle walkers, and the UD-6. If necessary, fall back to
the Inner Bridge Lock and Refugee Camp to make a last
stand, using the canal and canal bridge choke points to
inflict heavy damage on the PAC attackers.
Oufposf lr Military Base
As in the 32-player battle, rush the
EU’s front-line positions as soon
as the battle begins. For additional
firepower, use the mortars in the BTR-4s to soften up
defenders at the Oil Station and Dry Lake while Type 32
IMekomatas move in to capture the flags, gaining four
new hover tanks. Converge on the Trash Dump using the
newly spawned Type 32s, attacking simultaneously from
the north and south. While the ground fight rages in the
east, send a few Type 4 Doragons to the Refugee Camp,
dropping squad leaders near the flag. Use these squads
and the Type 4s to capture and reinforce the Refugee
Camp while the main eastern assault force pushes in on
the Outer and Inner Bridge Lock control points. Denying
the EU its tanks, battle walkers, and the UD-6 at the
Refugee Camp is the key to bringing this battle to a quick
conclusion.
Refugee Camp
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
isiic
REFUGEE CAiVtP
* _ j
cy
1G and G4 Player
Ell
• Inner Bridge Loch
in 1 1^3
Refugee Camp Assets
MH-15
UfiZ-8
H
—
B8
—
2
2
L-S
—
1
2
UD-6
—
1
Orbital Strides
—
2
2
linv Unit
—
1
1
Radar Station
—
1
1
Railnun
—
2
2
BG Turret
—
1
The Refugee
Camp serves as
the EU base in
1 6- and 64-player
battles — this area
is out of bounds
in the 32-player
battle. In both
battles this base
can be captured
by PAC forces.
Therefore, EU
troops must take
steps to defend.
The A8 Tiger tanks spawned
here are the only ones on the
map. In the 64-player battle,
these tanks are vital when
facing the onslaught of PAC
Type 32 IMekomata hover
tanks.
RtracH
Avoid crossing the eastern
bridge when advancing on
the Refugee Camp. Instead,
use the breach in the wall
at the facility’s northeastern
corner. This entry point
provides easy access to the
flag as well as numerous
vacant EU vehicles. This flag
takes a long time to convert,
so always bring some teammates along to expedite the
process. If attacking by air [in the 64-player battle) stay
low and flank the site from the north or south to avoid
giving the AA turret a clear shot.
Ground attacks are a constant threat at the Refugee
Camp, but are easily defeated by defending the eastern
bridge and northeastern wall breach. The two railguns near
the bridge can target incoming tanks and battle walkers,
but have a hard time tracking the faster-moving FAVs.
Reinforce the flag and northeastern wall breach with mines
or demo packs to stop such breakthrough attempts. In
the 64-player battle, air attacks are also a threat. The
AA turret near the landing pad is more than capable of
knocking down enemy air units as far away as the Inner
Bridge Lock.
INNER BRIDGE LOCK
mi
Neutral
• Refugee Camp
06 Player]/EU [32 and G4 Player]
• Outer Bridge Loch
dknq pi
Inner Bridge Loch Assets
MH-15
URZ-8 1
r i-\
BB
2
L-S
T-33
2* 1-2
UD-G
1
Orbital Strides
2
unv unit
1
Radar Statinn
1
Railnun
Railnun 2
3* 3*
RR Turret
1 1
*EU Control Only
1 PHC Control Only
This control point
is available in all
the battles, but
serves as the
EU base in the
32-player battle,
producing its only
A8 Tiger tanks as
well as a couple of
L-5 Riesigs. These
heavy ground units
are extremely
valuable and should
be ferried to the
front-line positions
to the east to
help lock down the
EU-held control points. The
control point’s landing pad
is available in all battles,
allowing friendly pilots to
repair and rearm.
Attack
As at the Refugee Camp,
avoid the high-traffic bridges
when assaulting the Inner Bridge Lock. Instead pass through
the breaches in the facility’s northwestern or northeastern
walls. Assaulting on foot isn’t recommended, but can be
accomplished by moving along the catwalks running above and
beneath the canal bridge to the east. There are also narrow
wall breaches in the facility’s southern corners. The flag is
positioned on a large platform on the southern side of the tall
gray building. If on foot, use the perimeter staircases to the
east or west to reach the flag. Battle walkers, FAVs, and the
Type 32 IMekomata can climb the main staircase to the south
to enter the flag’s capture radius.
pri«iagames.ci)!n
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Attach
As usual, avoid the canal
bridge at all costs. When
attacking from the west,
always move through the
canal and flank the control
point from the north or
south. If attacking from the
east, rush the flag from
the main road in a tank or battle walker — the more armor,
the better. But if you’re on foot, advance through the
northeastern trench. This provides excellent cover, not to
mention a path leading directly to the flag. Stay inside the
trench while converting the flag.
Defend
The fortified trench positions flanking the main road serve
defenders well, providing infantry with solid protection from
air and ground attack. In the 32- and 64-player maps, these
trenches also contain the railguns, two of which are ideally
positioned to knock out enemy vehicles advancing along the
main road. To further deter vehicle rush attacks, scatter
some mines or demo packs around the flag. The AA turret
can also engage light armored targets moving along the road
or bridge. But it is best deployed for air defense, preventing
enemy air units from staging flanking or breakthrough
attacks.
TRASH DUMP
mi
PRC [16 Playef]/
• Outer Bridge Loclr
Ell [32 and 64 Player]
• Oil Slalion
The Trash Dump
serves as the PAC
base in the 1 6-
player battle. But
the control point
is held by the EU
in the 32- and 64-
player versions. In
these larger battles,
the Trash Dump is
another stop for the
PAC on its way to
the canal. Like the
other nearby control
Trash Dump Assets
MH-15
OflZ-8 3-1
2
2
—
Tune 32 1
1
1
—
T-33 1
—
—
—
Orbital Strides 2
—
—
—
UflV Unit 1
—
—
—
Radar Station 1
—
—
RailQun
Railaun 1
2*
2*
00 Turret
1
1
*EU Control Only
points, this one spawns another Type 32 IMekomata hover tank
for the PAC, further strengthening its assault force.
Defend
Lock down the bridges and
the northern wall breaches
to halt the majority of
ground attacks. Position
the tanks or battle walkers
hidden within the facility
to flank advancing enemy
vehicles at these entry
points. Meanwhile, engineers stationed near the flag or
on the canal bridge’s upper catwalk can get the jump
on incoming vehicles at long range, using their rocket
launchers. Most attackers ditch their vehicle and climb
the steps to reach the flag. Stop them with demo packs or
sentry guns positioned around the capture radius.
■_ % lb L . j - -m*.
^rii
— _ >. x 4 b* j. f.
Neutral
• Inner Bridge Luch
_ 0&Plap]/EU [32 and 64 Player] _
ZJa
— • Trash Dump
Ourer Bridge Loch Assets
MH-15
URZ-8 1
1
1
L-S
T-33
1
1*
Railaun
Railaun 2
3*
3*
RR Turret
RR Turret
1
1
The Outer Bridge
Lock sits on the
eastern edge of
the long canal
bridge. In all
battles this control
point serves as
a buffer for EU
forces attempting *EU COdffOl OflllJ
to stop the PAC
from reaching the canal. In
ition to the battle walkers
uced in the 32- and 64-
player battles, this control
point also spawns an AA
turret on the bridge’s upper
catwalk, west of the flag.
This is the most dominant
AA turret on the map, with
an unobstructed view of the surrounding airspace.
OUTER BRIDGE LOCK
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copying or downloading expressly prohibited.
Attack
Similar to the one at Outer
Bridge Lock, the flag at the
Trash Dump is located right
off the main road, making it
easy to capture with a vehicle.
But if the flag is heavily
defended, consider advancing
on the control point from
the north, using the various
structures and obstacles
for cover on the way in. This
is the preferred method of
attack by infantry. But the
crates and barriers around
the flag offer little protection,
so consider grabbing a vacant
vehicle when camping the
capture radius.
Defend
Reinforce this control point with a tank and some
engineers. Their heavy firepower is necessary to stop
armor advances along the main road. If no tanks or battle
walkers are available, load the flag’s capture radius with
mines or demo packs. In the larger battles, the railguns
are well positioned to engage attacks from the north and
northeast. Meanwhile, the AA turret has a good view of the
flag and surrounding air space. If nothing else is available,
use it to blast FAVs and infantry clustered around the
flag — but it’s useless against tanks and battle walkers.
DRV LAKE
2 and 64 Player
Ell
• Trash Dump
• Outposl
• Military Base
Dry Lake Assets
Eli Control PHC Control 16 Plauer 32 Player 64 Plauer
MH-15 URZ-8 — 2-1 2
— Tune 32 — 1
Railoun — —
DP Turret — — —
Depending on the
map size, the flag
and assets of the
Dry Lake appear
in two different
locations. In the
32-player battle,
the control point
is located just south of the
main road, not far from the
Trash Dump. The location
shifts about 1 30 meters to
the south in the 64-player
battle, centered on the
nearby structures. In both
battles, this control point
benefits the PAC team the
most , spa wning more Type 32 IMekomatas.
2
Attack
When attacking in the 32-
player battle, try to rush the
Dry Lake from the main road
with an armored vehicle. At
the start of the battle, this
is an EU front-line position,
so expect heavy resistance.
If necessary, pound the
site with orbital strikes before rushing in with armor
and infantry to capture the flag. Take the same cautious
approach in the 64-player battle, attacking from the dirt
roads to the east or west. As the PAC, use the BTR-4s
spawned at the nearby Military Base to lob mortar rounds
into the site before the assault. If attacking from the air,
approach from the west, using the palm trees to obstruct
the AA turret’s line of sight.
Defend
Most attacks on the Dry Lake
come from the main road in
the 32-player battle. Instead
of mining this wide northern
entry point, scatter explosives
around the flag and take cover
among the nearby containers
and structures. In the 64-player
battle, use the railgun to engage
incoming vehicles to the east — it
can nail PAC vehicles exiting the
Military Base. EU troops should
man this gun early in the battle.
The AA turret has a good view
to the east as well, and can turn
on the flag to pepper enemy
infantry and FAVs. Back up these
assets with engineers, using
mines and rocket fire to shut
down the eastern, northern,
and western access points to all
incoming vehicles.
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copying or downloading expressly prohibited.
OIL STATION
OUTPOST
IlliIRMilliMM
32 and 64 Plaijer
PIIC
32 and 64 Player
Ell
• Trash Dump
• Oulposi
Oulposr Assets
PRC Conlrol
64 Player
unz-8
2
2
BTR-4
—
1
Tuue 32
2
2
Tune 4
2
1
Orbital Strikes —
2
—
URV Unit
1
—
Radar Station —
1
—
RR Turret — 1 1
The Outpost serves
as the PAC base in
the 32-player battle
and is one of two
PAC bases in the 64-
player battle. The PAC
team should consider
defending this base with
at least one player to
safeguard the vehicles
and the commander’s
assets from theft
and sabotage. PAC
pilots should return here
frequently, using the two
landing pads to repair
and rearm their Type 4
Doragons.
Bltach
Drop in by air or rush the
Outpost with an FAV, staying
along the north edge of the
map to avoid detection. Since
this base can’t be captured,
there are only a couple of
reasons for EU troops to
attack it. Theft operations
are very useful here. Help
tilt the odds in your team’s
favor by stealing a Type
32 IMekomata or Type 4
Doragon. While inside the facility, slap a few demo packs
on the PAC commander’s assets, starting with the orbital
strikes. Detonate the explosives after making your escape
to avoid PAC counterattacks.
Defend
Air raids are the most common attack on the Outpost.
Fortunately, the western AA turret has an awesome view
of the surrounding skies. If on defense here, don’t move too
far away from this turret. If ground attacks are a problem,
hop in one of the Type 32s to blast any attackers. Don’t
mine the base’s only entry point — your teammates have to
exit here and they can’t if you clog it with mines.
Oil Station Ossets
Ell Control PRC Control 16 Player 32 Player 64 Player
MH-15 DDZ-8 — 2 2
— Tupe 3S — 1 2
Rfliloui) — — 1 1
BB Turret — — 1 1
PAC team gains another Type
32 Nekomata— two in the
64-player battle. Once it’s
lost to the PAC, the EU has
little reason to recapture this
forward position. It’s better to
regroup and reinforce the canal.
This control point sits in
a bowl-like depression,
protecting it from long-range
direct fire. To avoid rushing
into a trap, hold along the
surrounding ridgeline and
monitor the area below for
enemy activity. If it is heavily
defended, position tanks
along the ridge and fire down on enemy defenders while
infantry move in for the capture. Gunship can help eliminate
defenders too, but should stay to the north to prevent the
AA turret from getting a clear shot.
Defend
When defending as the EU, expect most attacks to
advance along the eastern dirt road, especially at the start
of the battle. Position engineers along the eastern ridge
to mine the road and fire rockets at the incoming PAC
vehicles. Man the railgun and AA turret, too. But infantry
alone won’t last long. Reinforce this control point as soon
as possible with an A8 Tiger tank and the UD-6 Talon. PAC
defenders here should put their focus on the flag, as EU
attacks could come from the west or south. Scatter mines
or demo packs around the capture radius, and take cover
along the eastern or western ridges.
The Oil Station is
another EU front-
line position likely
to face the brunt of
the PAC’s firepower
as it advances from
the nearby Outpost.
By capturing this
control point, the
SUEZ CANAL
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MILITARY BASE
The Military Base can’t be l|
captured and contains no
commander’s assets. So vehicle
theft is the only reason to
venture into this base. Infiltrate
from the air or rush in with an
FAV. Hold out for a Type 32
Nekomata or Type 4 Doragon,
even if it means hiding nearby and waiting for one to spawn.
To avoid being spotted, consider using the recon kit’s active
camouflage when moving toward a vehicle. If stealing a Type 4, fly
it to an EU-held landing pad at the Refugee Camp or Inner Bridge
Lock and hand it over to a competent pilot and gunner.
•Dry Lake
In the 64-player battle,
the Military Base is the
PAC’s second staging
area for the assault on U
the canal. It is located [j
to the southeast, and
players spawning here
are well positioned for -
a direct assault on the fi
nearby Dry Lake control
point. The base is equipped
with one landing pad,
allowing PAC pilots in the
southern sector to repair
and rearm their gunship.
As with the Outpost, most attacks on the Military Base
come from the air. But all air threats can be shot down
simply by manning the AA turret near the base’s entry
ramp. Recon troops spawning here can help out by taking
to the rooftop west of the facility and sniping EU troops
at the Dry Lake — at this distance they won’t even hear the
rifle’s report. Engineers should take to the roof and target
the Dry Lake’s railgun with rockets, helping teammates
advance across the desert during the initial attack.
unz-8
1
BTH-4
2
TUDe 3S
2
Tune 4
1
HU Turret
1
mo
Inner Bridge Loch
To attack the EU’s Suez Canal position, the PAC relied on a Titan squadron to transport assets into the field of battle. Similarly,
the EU employed their own Titan fleet to transfer divisions from other posts in northern Africa. While conflict raged on the
ground, a secondary battle ensued in the skies as both sides attempted to thwart the airborne delivery of reinforcements.
Military Bosg
As usual, the EU team must
coordinate its movements to quickly
capture a majority of the silos at the
onset. Use the UD-6 and UD-1 2 to rush troops to Silos
4 and 5 while teammates on the ground use the MK-1 5
to capture Silo 2. The EU commander should move the
Titan to Silo 2 for defense while the rest of the ground
units reinforce Silos 4 and 5. With three silos under
EU control, make an effort to capture Silo 3 as well,
assaulting from the air by transport or pods launched
from the APCs at Silos 4 or 5. Once the PAC Titan’s
shields are down, get at least one squad on board for
the assault. Continue holding at least three of the silos
on the ground during the Titan assault. Watch the
status of the EU Titan’s shields, and prepare to fall back
and defend if necessary.
H
Start by dropping troops at Silos 3
and 4 using the Type 4 and BTR-20
while a squad on the ground takes Silo
1 with the UAZ-8 spawned at the Military Base. Reinforce
Silos 3 and 4 with infantry and the Type 32 IMekomata
while the Titan covers Silo 1 . Try to capture an additional
silo by using the APC at Silo 1 to launch teammates
onto Silo 5 in pods. Meanwhile, use the Type 4 Doragon
to intercept EU traffic crossing the canal bridge to the
west — focus on hunting down their A8 Tiger tank. Get a
squad or two on the EU Titan as soon as its shields are
down. But maintain a presence on the ground too, holding
at least the three easternmost silos. If the assault on the
EU Titan is not immediately successful, be prepared to
shift ground forces to the PAC Titan for defense.
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copying or downloading expressly prohibited.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
BASES & SILOS
INNER BRIDGE LOCK & EU TITAN
Inner Bridge Lock/Tifan Assets
EU Control
Given Hie plentiful supplij nf HPCs. consider using their pod launchers to assault nearby silos.
Adjacent silos are no more Itian 325 meters apart, potting them uiell nothin range of the pod
launchers. Land poor pod right next to the silo for a quich capture at undefended sites. But if
enemies are in the area, they'll surely notice your arrival. If you see enemies on the ground
before landing, try to drop near one of the site's vacant vehicles— or on the enemies
themselves. Hn incoming pod con instantly hill infantry and FHVs.
silo a
Silo 2 Assets
Ell Control PfIC Control Unit Count
MH-15 DBZ-8 1
OVM-2 BTB-4 1
MJ
• Inner Bridge Loch
• Silo 4
• Silo 5
F rrrrAff
1)0-6 fTitanl
IID-ia fTitanl
Orbital Sirihes
Radar Station
00 Turret
The EU forces and their
Titan begin the battle at
the Inner Bridge Lock. This
is the only spot on the map
that produces an A8 Tiger
tank, so the EU should
use and protect it in this
battle largely dominated by
FAVs and APCs. The base’s
landing pad is operational for
EU pilots in need of repairs and ammo. Air attacks on this
base [or Silo 2) can be engaged with the AA turret located
on the canal bridge’s upper catwalk.
Military Bose
• Silo 3
tk
SILO 1
Silo 1 Assets
EU Control PflC Control Unit Count
MH-15 UBZ-8 1
Silo 1 is located at the Dry
Lake, in the same southern
location as the 64-player
control point. The PAC
team has the best chance
of controlling this site,
because of its proximity to
the Military Base. Rush it
with an FAV from the east
or west traveling along the
nearby dirt roads. For those
looking to travel by pod,
Silos 3 and 5 are well within
range. Use this site’s APC to
launch pods to attack these
adjacent silos or vice versa.
Located at the Outer Bridge
Lock, Silo 2 is well within
the EU’s zone of control. The
EU should consider using
its Titan to help defend this
site. It’s easiest to rush this
silo with an FAV, using the
nearby dirt road connecting
to the main road and Silo 4.
However, watch for mines,
demo packs, and other
nasty surprises left along
this narrow path. It’s also
possible to enter from the
air, using an air transport or
an APC pod launched from
Silos 4 or 5.
SILO 3
UnHii
•Silo 4
•Silo 5
Military Base
Silo 3 Assets
EU Control
PRC Control Unit Count
MH-15
UBZ-8 1
OVM-2
BTR-4 1
Use flie pod launchers to reach [he tall tourers near
Silos 3. 4. and S. Both engineers and recon troops can
use these elevated posts to fire douin on opponents
attempting to capture the nearby silos. These are ideal
sniper perches, but victims mill eventually catch on. So
he prepared to move after scoring a fern hills.
OKR
•Silol
•Silo 3
1-
MILITARY BASE
Military Bose/Titan Bssets
Ell Control
BTB-4
Tune 3B
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copying or downloading expressly prohibited.
Tucked away in a shallow
gully southwest of the Trash
Dump, Silo 5 is one of the
most overlooked sites on
the map, despite its central
location. When moving along
the main road, drop off the
southern edge of the bridge
near the Trash Dump to
reach this silo — or use one
of the nearby dirt roads. It’s
easiest to hit this site from
the air, dropping in from
an air transport or pod.
The silo sits at the map’s
center, so pod assaults can
be conducted on or from all
four surrounding silos. Take
this into account when defending, using the nearby crates
or structure for cover.
Radar Station 1
The Military Base from the
64-player battle makes a
second appearance in Titan
mode as the PAC base.
Players spawning here (and
on the Titan) have an easy
time of snatching up Silos
1 and 3 early in the battle.
Like the EU, the PAC only
has one tank (Type 32) in
this battle, and it’s spawned
here. The Military Base
is also equipped with a landing pad, giving PAC pilots a
second location to repair and rearm their aircraft.
Silo 3 is positioned on a slight hill east of the Trash Dump.
The PAC team stands a good chance of controlling this site
as it sits just west of the Military Base. It can be accessed
via the main road running down the center of the map,
making it an easy capture for troops in FAVs. But this
small facility provides several hiding spots for defenders,
including the open container north of the silo.
Orbital Strihes
• Situ 2
•Situ 3
SILO 4
Silo 4 Assets
EU Control
PAC Control Unit Count
MK-15
unz-8 i
RVM-2
BTR-4 1
This is the northernmost silo,
positioned among the five
white storage tanks directly
north of the Trash Dump.
On the ground, enter the
facility through the southern
entrance, advancing along
the dirt roads from Silo 2 or
the Trash Dump. However,
it’s quicker to hit this site
from the air in a transport
or pod. The massive storage
tanks and nearby open
containers provide excellent
concealment for defenders.
Don’t forget the tall tower to
the south.
SILO 5
Silo 5 Assets
Ell Control PRC Control ttoit Count
fflt-15 13-8 1
RVM-2 BTB-4 1
• Silos 1-4
r v _
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copying or downloading expressly prohibited.
Canal Bridge
When the Inner Bridge Lock
is held by the EU and the
Outer Bridge Lock is held by
the PAC, this bridge and the
canal below see the heaviest
traffic. As the defender, the
EU can simply hold back and
lock down the Inner Bridge
Lock, focusing its fire on the
bridge and canal using tanks The faming wrecks on Hie bridge coosiricl this
and battle walkers, if this choke point even more. Place mines and focus fire
deadly zone must be crossed, af these narroui passages,
it’s best to flank it from the
air by dropping troops on the opposite side of the canal. If
no air units are available, infantry stand the best chance of
crossing undetected by moving along the catwalk beneath
the bridge — this catwalk is also a good defensive position
for engineers and recon troops covering the canal below.
All vehicle traffic should move through the canal, north of
the bridge. The canal isn’t an ideal crossing, but it provides
more room for evasive maneuvers than the bridge.
LOGISTICAL CONSIDERATIONS
In the Conquest Assault
battles, supplies are
a necessity for the EU
defenders at the lightly
reinforced front-line
positions. While engineers
are needed to knock out the
PAC tanks at the front-line
positions, they’ll need ammo
from support troops and
med kits from assault troops
to stay in the fight. Since the
EU tanks are outnumbered,
it’s up to the commander and the engineer drivers to keep
the A8 Tigers repaired and near the front lines. As the
battle nears the canal, both teams should try to gain an
advantage by using supply drops to keep their vehicles
healthy. Parking next to a supply crate can make all the
difference when dueling enemy units across the canal.
Air units also are important in this area, but they should
retreat to a landing pad if they take damage. Landing pads
are located along the western and eastern map edges at the
Refugee Camp, Inner Bridge Lock, Outpost, and Military Base.
During lulls in the fight, look around and help
repair friendly vehicles, prioritizing tanks and
battle uialkers.
KEY CHOKE POINTS
Main Road
The paved main road cuts
across the center of the map,
running east and west. This
is the major thoroughfare
in all battle variations, with
control points and silos
scattered along its northern
and southern flanks. Pilots and
engineers can score a wealth
Pilots Have an easy time strafing vehicles moving 0 f kills by simply camping this
along the main road. Stick to the perimeter dirt road and nailing enemy vehicles
roads to avoid becoming prey. with missiles, rockets, and
mines. When driving a vehicle, avoid this road, using instead the
numerous dirt roads to the north and south. These perimeter
roads are bumpy and far less direct, but they’re also much
safer. Attacking along these roads may also allow you to get the
jump on defenders expecting traffic from the main road.
Commander: As the EU commander in the Conquest
battles, keep your defending A8 Tiger tanks and
L-5 Riesig battle walkers in top shape with frequent
supply drops, particularly at the Outer Bridge Lock.
When attacking or counterattacking, use radar
scans and UAVs to locate defenders, dropping
orbital strikes if necessary. In Titan mode, move
your Titan to defend one silo while ordering your
squads to capture and defend others. Stay on
the Titan as an engineer and man the turrets — or
repair them if they take damage.
Squad Leader: In the Conquest battles, bring along a
spawn beacon, deploying it near the Outer Bridge Lock
or the EU starting position to maintain a presence or
apply pressure to these vital areas. Spawn beacons are
also important during Titan assaults. Always inform your
squad of where these beacons are placed to ensure
they’re used.
Recon: Booby-trap flags or silos with demo packs when
defending. Set up near the canal bridge and snipe
enemies funneling into this choke point between the Inner
and Outer Bridge Locks.
Assault: Be ready with the med kit and a defibrillator
around high-traffic areas like the Outer Bridge Lock,
or the EU front-line positions to the east. During Titan
assault and defense, equip the shotgun upgrade for
close-quarter firefights.
Engineer: Continually slam enemy tanks with rockets and
scatter mines around flags, silos, or the canal bridge.
Pilot tanks and battle walkers, staying near other
engineer drivers to share repairs.
Support: Supply engineers with fresh rockets at front-line
positions like the Oil Station and Dry Lake. Deploy sentry
guns in the corridors or reactor core entry points when
defending your Titan.
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copying or downloading expressly prohibited.
SUEZ CANAL TESTER TIPS
EU: Prevent PAC forces from crossing the dry Suez Canal
and reaching the African continent.
PAC: Assault the defending EU forces and overrun them on
the way toward Africa.
Ml KEY CONTROL POINTS/SILOS
Refugee Comp
FEATURES: The flag is well hidden behind high walls and fences,
but a section of wall has been blown up, so it is possible
for attackers to charge from two directions.
ATTACK: If the small bridge over the narrow channel is too hard
to use as a route to the camp, use the channel instead and
enter the camp from the hole in the guard wall.
DEFEND: Hold off enemies by controlling the small bridge.
Make sure no enemies try to use the back door to enter
the camp by going down the channel and through the hole
in the guard wall.
Inner Bridge Loch
FEATURES: This control point has many good defending
positions for keeping enemies off the bridges, but the west
shore along the dry canal can be assaulted from multiple
directions. Enemies can drive on the riverbed, and infantry
can move on top of and beneath the bridge.
ATTACK: If the bridges are too difficult to charge over, use the
riverbed or the alternate infantry levels of the bridge. The
small bridge has no alternate walkways for infantry, but
there is a passage through the channel just north of the
bridge.
DEFEND: Don’t get caught focusing solely on the bridges. There
are more entrances to the control point than the most
obvious ones. Keep an eye out for infantry on the canal
bridge walkways and down in the western channel.
Outer Bridge Loch
FEATURES: This control point has many good defending positions
for holding enemies off the nearby bridge, but the east
bank along the dry canal can be assaulted from multiple
directions. Enemies can drive across the riverbed and
infantry can run both on top of and underneath the bridge.
Trenches buried in the sand to the east of the flag area can
be used as cover by both defenders and attackers.
ATTACK: If the bridge is too difficult to charge over, use the
riverbed or the walkways of the bridge to get into the
area. If infantry can make it to the trenches, they have a
better chance of surviving than if they run around in the
open desert.
DEFEND: Don’t get preoccupied with covering the bridge.
Beware of enemies getting into the trenches; keep a
watchful eye to the east if the enemy is still present in the
desert.
Trash Dump
FEATURES: A maze with buildings, fences, and junk makes this
control point a perfect hideout for infantry but a nightmare
for vehicles.
ATTACK: This base control point can be assaulted from almost
any direction. The best cover for infantry is the passage
under the highway, but it can be tricky to advance up this
slope if the path is guarded.
DEFEND: The control point can be attacked from many directions,
so observe the surrounding desert from the perimeter. It’s
easier to spot vehicles and infantry in the desert from the
perimeter than it is from within the Trash Dump.
Dry LaRe
FEATURES: A small outpost placed on the floor of a dry lake
south of the highway. Palm trees give some cover in this
otherwise unprotected control point.
ATTACK: To get an advantage, charge the flag/silo from the
highway. This puts you in a higher position, shooting down
into the facility.
DEFEND: Defend this control point from all directions. Move
some troops to the north building complex, next to the
highway, to spot attacking forces early instead of getting
first contact on the slope leading toward the flag/silo.
Oil Station
FEATURES: The Oil Station is in a small valley along the
northern pipeline. A low mountain ridge to the east can be
used for cover by both attackers and defenders.
ATTACK: As you attack this control point, watch for infantry
defenders positioned along the hills flanking the dirt road.
DEFEND: Use the hills to the east to spot enemies early. This
gives you an advantage, especially when you lack heavy
firepower.
Oil Depot [Titan Only]
FEATURES: This silo can be attacked from only two directions,
making it a bit easier to defend. However, the location
is remote, so defending forces may not get requested
support quickly.
ATTACK: Attack from the south or from the east. It’s best to
attack from both directions at the same time to spread
out enemy resistance on two flanks. Holes in the wire
fence make it possible for infantry to sneak into the facility
from directions other than along the two roads.
DEFEND: Scout the dunes south of the base and the valley to
the east for incoming enemy forces. Use the big storage
silos for cover as you try to take out enemies who have
breached your defense.
TUNIS HARBOR
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copying or downloading expressly prohibited.
ITJNIS
In an attempt to stop the flow of EU reinforcements to the Suez Canal, the PAC launched a series of raids against key
transportation hubs. The most vital of these targets was Tunis Harbor. Fog in the Strait of Sicily, allowed the PAC to land
its 8th Command Regiment almost on top of the harbor defenses. This strategy enabled them to pin the EU forces in the
harbor with the Mediterranean at their backs. The Valkyrie Brigade formed the backbone of the EUs defense with their
company of L-5 Reisig battle walkers.
Remember, the Living Quarters can be
captured, so make sure at least one
teammate stays behind and defends
it while the rest of the team moves out. Load up the
MK-1 5 Bandit and send it to capture and reinforce the
Bridge. Meanwhile, use the L-5 Riesig to hit the Outer
Docks, advancing across the shallow waters of the
harbor. If this bold move works, you’ll have three control
points, securing a drain on the PAC ticket count. More
importantly, you’ll prevent the PAC team from spawning
any vehicles. From these positions, pound the remaining
PAC forces at the Docks Office, or simply defend the
Outer Docks and Bridge until they have no more tickets.
Living Outers
The PAC team should follow the same
general game plan, defending their
vehicle spawns at the Outer Docks
while going after the EU’s at the Living Quarters. Use the
UAZ-8 to capture the Docks Office while the T-39 attacks
the Living Quarters through the harbor passage. If this
doesn’t work, fall back and stiffen defenses at the Outer
Docks and Docks Office. You need to hold at least two
control points to prevent your ticket count from being
bled. Wait until a new T-39 spawns at the Outer Docks
before staging a new assault. The battle walker is more
than capable of assaulting a control point on its own, so
keep it on offense while the rest of the team defends.
Nain Office
Inner Docks
I
Bleed the PAC ticket count by
capturing two control points. Load up
all three MK-1 5 Bandits, sending two
to the Power Station and one to the Junkyard. Reinforce
the Power Station with the L-5 Riesig and at least one
squad of infantry. Defend both control points with mines,
demo packs, and sentry guns. Holding the Junkyard and
Power Station imposes a drain on the PAC ticket count.
As long as your team holds these two control points,
don’t assault the Eastern Docks and Main Office. It’s
better to dig in and make the PAC grind against your
reinforced positions. If one of the control points falls,
stage an immediate counterattack, leading the way
with the battle walker. Don’t advance beyond the Power
Station until you have at least a 100-ticket advantage
over the PAC team.
No decisive victories can be won
in this head-on battle, so focus on
whittling away the EU ticket count
by holding at least two more control points. Start by
capturing the Eastern Docks with one UAZ-8 while the
rest of the FAVs and the T-39 Bogatyr rush toward the
Power Station. Dig in at both control points while the EU
tickets slowly bleed away. Don’t go after the Junkyard,
it’s too difficult to defend. Instead, let the EU infantry
spawn there and walk into your line of fire at the Power
Station. Remember to defend the Eastern Docks — it
can easily be rushed by the EU battle walker advancing
along the harbor. While most of the team defends, send
a small squad of recon troops into the Outer Docks [via
the catwalk system) to knock out the EU commander’s
assets. It is easier for your team members to defend
without EU orbital strikes dropping on their heads.
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copying or downloading expressly prohibited.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
BASES Sr CONTROL POINTS
OUTER BOCKS
IE Player Onlij
PRC
• Docks Office
In 1 6-player battles,
the PAC team
starts out on this
Outer Docks Ossets
northwestern corner of —
control point provides
the PAC forces with all
their vehicles, so it’s
important that they
take steps to hold it.
Remember, in double
EU Control
PRC Control
IE Plauer
32 Plauer
—
URZ-8
1
—
—
HD
1
—
—
Orbital Strikes
2
—
—
URV Unit
1
—
—
Radar Station
1
—
RailQun
Railoun
2
—
assault maps, every control
point is up for grabs. The
Outer Harbor won’t spawn
any vehicles for the EU
team, but simply knocking
out the PAC’s battle walker
spawn point is incentive for
frequent capture attempts.
RtracH
Always rush the Outer Harbor
with a vehicle to avoid falling
victim to snipers and other
defenders. The street to the
south is the most obvious
entry point and is useful when
advancing from the Bridge or
Docks Office. But, it’s best to
hit this control point from the east, using a battle walker or
FA M to race through the shallow water and climb the ramp
on the eastern side of the dock. If no vehicles are available,
approach on foot from the south and infiltrate the control
point using one of the two catwalks. There’s virtually no cover
around the flag’s base, so keep moving and jumping while in
the capture radius to frustrate any snipers.
Defend
Start off by mining the southern street and eastern ramp,
leaving space for your own vehicles to exit. The catwalks
are less problematic and can be covered by recon troops
with sniper rifles. When sniping, choose an elevated
position with a good view of the flag as well as the southern
and eastern approaches. The catwalks circling the huge
fuel tanks on the northern edge of the dock are ideal sniper
perches, as is the crane to the east. If available, drop a
few demo packs around the flag’s base for insurance.
Located south of the
Outer Docks, the Docks
Office is likely to fall
EU Control
Docks Office Assets
PRC Control 16 Plauer
3 i Plauer
under PAC control early HflilQUIl
in the battle. The PAC
Rflilaun
team should try to hold this
control point, using it as a
buffer. Otherwise, the EU
team will gain a spawn point
within easy striking distance
of the Outer Docks, putting
them one step closer to
shutting down the PAC’s
vehicle spawns.
flfhick
It’s best to infiltrate this
control point on foot, as
the narrow northern and
eastern entry points are
covered with mines. When
moving in on foot, go for the
office’s rooftop. This can be
accessed via the steps on the eastern side [stay on the
northern side of the wall) or the ladders on the western
side. Once on the roof, always watch for defenders in the
railgun or on the crane to the south. Move to the southern
edge of the roof to enter the flag’s capture radius. If on the
ground, hide inside the open container to the south until
the flag is converted.
Defend
All vehicles approaching this flag must enter through
northern or eastern entry points via the nearby street.
Load these narrow choke points with mines or demo packs,
while engineers cover from a distance. The railgun on the
office’s roof can cover the street to the east, engaging
attackers approaching from the Bridge, but cannot cover
the area around the flag or the street to the north.
Therefore, rely on demo packs or snipers to cover the flag.
The crane to the south is an ideal overlook position with an
excellent view of the entire capture radius.
pri«iaga«ies.ci)!n
.
BRIDGE
er-
1
X2
16 Player Only
Neutral
• Dochs Office
• Living Quarters
^ w
EU Control
Bridge Assets
PAC Control 16 Player
32 Planer
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copying or downloading expressly prohibited.
LIVING QUARTERS
The Bridge is a critical
choke point along the
main street. Whichever
team holds this flag
stands a good chance
of controlling the east/west
flow of vehicle traffic. While
the shallow harbor to the
north is another east/
west thoroughfare, it has
considerably less traffic.
Attack
There’s no sneaky way to
If it’s well defended, use
a battle walker or orbital
surrounding area before
Since the flag is positioned
just south of the main street, \
quick attacks with FAVs are
effective, too. If you’re stuck on foot, avoid the street and
attack through the breached wall to the south. Duck behind
the nearby crates or pipes while converting the flag.
nee vehicle attacks are probable, scatter a few mines
across the street. The railgun on the northern side of
the street can rotate to cover both eastern and western
approaches. Stay clear of the carnage surrounding the flag
by falling back to the surrounding areas. Watch the flag
from elevated positions along the catwalks to the north or
from the crane to the east. Use engineer or recon kits to
blast vehicles and snipe infantry.
16 Player Only
Ell
■iiiitiinunii^iMiiwiifiia
This is the EU’s
starting position and
home to their valuable
vehicle spawns. Like
the Outer Docks, the
Living Quarters can be
captured. It’s up to EU
defenders to hold this
control point to secure
their vehicle spawns and
commander assets. Losing
any of these assets would be
disastrous.
Living Quarters Assets
EU Control PHC Control
16 Plauer 32 Plauer
MK-15
1
L-S
1
Orbital Stripes —
2
UHV Unit
1
Radar Station —
1
Attack
When possible, rush the
Living Quarters with a
vehicle from the west, via
the shallow harbor. This is
the most direct path into
the grounds and the best
way to avoid the chaos near
the Bridge. If you’re on foot,
flank the flag from the south,
using buildings and obstacles
for cover. Avoid a direct
western approach as there’s
little cover, making you easy
prey for snipers and other defenders. At the flag, take
cover between the two storage containers to the north,
staying within the capture radius.
Defend
The western approaches are too broad to cover with
mines, so focus most of your efforts around the flag itself.
Drop some demo packs and mines within the capture
radius and fall back to one of the surrounding rooftops. The
building to the south provides the best overlook position,
offering an unobstructed view of the flag. From here you
can rain down rocket and sniper fire on the attackers to
the north. If the Bridge is held by the enemy, however, keep
watch to the west as well, for flank attacks.
M =>teUI|
The 16- and 32-player Patties cover completely different areas of the map. each uiith
a unique set of control points. In the 16-player battle, players fight for control of the
northern half of the harbor facility. The fight continues over the southern half of the
facility during the 32-player battle.
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copying or downloading expressly prohibited.
MAIN OFFICE
32 Player Only
PIIC
• Eastern Doclrs
Noin Office Assets
PAC Control
IE Plauer 32 Plauer
URZ-8
3
T-33
1
Orbital Strikes
2
UBV Unit
1
Radar Station
1
Railoun
2
The Main Office is the PAC
base in 32-player battles. Since
this is a head-on match, the
base cannot be captured by
the EU team. Still, the PAC
team may want to leave some
defenders behind to watch the
vehicle spawns and commander
assets. This base has two
spawn points. The northern
point spawns players near ,
most of the vehicles and
commander assets. A lone
UAZ-8 is located near the
southern spawn point, though
this spot is best used by
infantry moving out against
the Eastern Docks.
RtracH
The quickest way into the
Main Office facility is by vehicle
via the southern street.
Use an FAV to rush in, then
unload and conduct sabotage
or steal vehicles. This facility
can also be infiltrated via the
harbor ramp, southwest of
the flag. Both battle walkers
and infantry can traverse the
deep water here. If moving in
on foot, it’s best to use the
catwalk system to the south.
This large system spans
the entire map and can be
accessed near most control points. To avoid being spotted,
consider using the recon kit’s active camouflage.
Defend
No matter how enemies attack, they always approach from
the south. Vehicle rushes are the most common and can
be defeated by mining the narrow railroad crossing just
south of the Main Office’s flag. This crossing can also be
covered by the nearby railgun. The southern railgun (on
the rooftop) has a great view of the road as it bends west.
Use it to engage vehicles advancing along the road near the
Eastern Docks. Back at the Main Office, take to the roof
and snipe infantry attempting to steal vehicles or destroy
the commander’s assets. The crane to the west is also an
ideal sniper perch.
Battle walkers can advance ttirough the harbor s
deep water. This watery path Is useful when
attacking the Eastern Ducks ur the twu bases. Only
these three areas uffer rawps ur terrain that allow
the battle walker to step out of the harbor. Take this
northern route when you wont to avoid the intense
fighting in the wap's center. Just be careful not to step out of bounds. If you're spotted,
the deep water protects the battle walker's vulnerable knee joints — rockets and other
explosive projectiles cannot penetrate the water's surface, however, wines and dewo
packs lying on the harbor's floor [or exit points] can still inflict serious dawage.
EASTERN DOCKS
32 Player Only
Neutral
• Main Office
• Power Station
EU Control
Located southwest of
the Main Office, the
Eastern Docks are
well within the PAC’s
sphere of influence.
Even if captured by the EU,
the PAC team can exert
heavy pressure on this site
because of its close proximity
to their base. EU defenders
should consider this before
deciding to make a stand
here. Depending on the ticket
count status, the costs may
outweigh the benefits.
Rtrach
The Eastern Docks is the
only control point in the 32-
player battle that can’t be
converted by vehicles. Infantry
must infiltrate the grounds on
Eastern Docks Assets
PRC Control 16 Plauer
32 Plauer
Bailoun Railoun —
foot, either from the road or
through breaches in the fence to the east and west. You can
convert the flag while hiding inside one of the two stacked open
containers to the north. Part of the western container also sits
within the flag’s capture radius. Always hide in one of these
spots to avoid getting picked off by snipers or other defenders.
Defend
While infantry must capture the control point on foot, attackers
usually arrive in vehicles. The railgun and a few mines can deter
most traffic along the street. Don’t forget the harbor ramps
on the eastern and western sides of the control point — battle
priniaganies.com
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copying or downloading expressly prohibited.
■I
• Power Station
• Inner Dochs
Junkyard Ossets
PI1C Control 16 Player
32 Planer
EU Control
Pomer Station Ossets
POC Control 1G Plauer
32 Planer
Railoun —
As the central control
point, the Power Station
sees plenty of action.
Expect it to change RflilQUd
hands frequently during
the course of the battle.
The flag is flanked by two
white storage tanks and can
be converted by vehicles or
infantry encroaching from the
roads to the north and south.
Attackers and defenders alike
should prepare themselves to
deal with enemy vehicles at
this control point.
(Hindi
Whenever possible, grab
an FAV and rush the Power
Station via the dirt road on its
southern side. This unpaved
l road is accessible from either
Ibase, offering a direct avenue
lof attack. This path is also less likely to be defended by infantry
- and battle walkers. The flag can be converted from the southern
dirt road, but unless you’re in a battle walker, it’s best to vacate
your vehicle and take cover beneath one of the storage tanks. If
you’re forced to assault this control point on foot, hit it from the
east or west, using the nearby buildings and debris for cover.
Always watch for snipers on the crane and southern building
before rushing the flag.
Because of its close
proximity to the Inner
Docks, the Junkyard
is likely to fall under
EU control early in the
battle. Just as the PAC team
has en easy time of holding
the Eastern Docks, expect
the EU team to exert control
over this site for most of the
battle. The Junkyard’s flag is
enclosed by walls, buildings,
and a string of railcars to
the east, helping lock out
vehicle capture attempts.
Attack
FAVs can’t reach the flag
at the Junkyard, requiring
passengers to disembark
and assault on foot. The
battle walker can enter the
Junkyard grounds by climbing
over the flatbed railcar to the east. This isn’t advisable, as
there’s little room to maneuver and the battle walker is left
vulnerable to ambush and point-blank assaults. Instead,
enter on foot through one of the many surrounding breach
points. While converting the flag, take cover near the white
storage tank or the damaged container to the south. The
flag can also be converted from the catwalk. Recon troops
with active camouflage can frustrate defenders by lying on
the catwalk and contesting the flag.
Defend
Defend
Always defend the Power Station from a distance, as it
is often rushed by vehicles or pounded by orbital strikes.
But before retreating to safer ground, scatter mines and
demo packs along the roads and around the flag. Cover
the flag from the crane to the north or the rooftop to the
south. Both of these elevated positions offer a great view
of the flag’s capture radius. But, you may need even more
firepower to hold this hotly contested site. Consider using
your team’s battle walker to hold this position, especially if
your team is imposing a ticket drain on the enemy.
Expect attackers to advance on the Junkyard from one
of the roads flanking the site to the east and west. Use
the railgun to the east to engage traffic along the paved
road or to blindside battle walkers advancing along the
nearby harbor ramp. The porous barriers surrounding the
Junkyard make it impossible to predict the exact infiltration
point, so focus on covering the flag’s capture radius. Demo
packs, anti-personnel mines, and sentry guns are effective
on the ground as well as on the catwalk. The stacked
containers north of the flag provide a good overlook
position for snipers and support troops. Drop down
on these containers from the catwalk. Given the cover
afforded by the Junkyard, be prepared for close-quarter
firefights. Patrolling defenders armed with shotguns are
very effective.
INNER DOCKS
TUNIS HARBOR
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copying or downloading expressly prohibited.
Inner Docks Assets
EU Control
MH-15
3
L-S — 1
Orbital Strikes
2
UflV Unit — 1
Radar Station — 1
Railnun
2
In terms of assets, the
Inner Docks is the mirror
image of the PAC’s base at
the Main Office, producing
three FAVs and one battle
walker. Therefore, it’s just as
important that the EU team
take steps to defend these
vehicle spawns from PAC
sabotage or theft. The Inner
Docks also features two
spawn points, the western
one placing players near
the bulk of the vehicles.
The eastern spawn point
drops players near a MK-
15, putting them within a
few meters of the Junkyard.
Given the head start, though,
it’s best if this MK-1 5 is
used to rush the more
distant Power Station.
Oltadi
The quickest (and most
obvious) path into the Inner
Docks is along the paved
road, rushing the parked
EU vehicles and commander
assets with an FAV. But such attempts are likely to draw
attention, often ending in a losing firefight. It’s better to
advance on foot from the south. By sneaking along the
buildings to the south, you can easily infiltrate the base
and covertly plant explosives. Creeping along the southern
perimeter is also the best way to sneak up on the L-5
Riesig’s spawn point to the far west.
The majority of attacks on the Inner Docks advance along
the paved road entering from the east. Both railguns are
pre-positioned to engage such threats. Reinforce this path
with some mines, leaving space for your own vehicles to
escape. Infantry attacks from the south are much harder
to stop, even if the Junkyard is held by your team. Deploy
sentry guns along the southern edge of the dock, facing
east. At the very least, their rapid fire will alert defenders
of an enemy presence. Or, grab a recon kit with a sniper
rifle and set up in the southern crane. From the crane,
you can cover the southern side of the dock, the catwalk
system, and the western side of the Junkyard.
32 Player Only
Ell
• Junkyard
Commander: When your team has secured a drain
on the enemy’s ticket count, order all squads to
defend, especially on the 32-player head-on map.
Your team gains nothing by attacking unnecessary
bases or control points. Focus orbital strikes on
congested areas like the Bridge or Power Station.
Also, track down the enemy battle walker and hit it
with orbital strikes to temporarily disable it. Knock
it out.
Squad Leader: Constantly analyze the battle situation and
order your squad to defend once your team holds the
majority of control points. Once on defense, tell your
squad where to set up their mines, demo packs, or
sentry guns. Deploy a spawn beacon near your defensive
position to maintain a presence in the event that the
nearby flag is neutralized or captured.
Recon: All of the control points are surrounded by
accessible elevated positions, providing plenty of offensive
and defensive sniping opportunities. In the 32-player
map, use active camouflage to infiltrate the enemy’s base
via the catwalk system. Also bring along some demo
packs to knock out the enemy commander’s assets.
Assault: Assault rifles are a must when attacking cramped
control points like the Junkyard — the shotgun upgrade
is great too! On defense, be ready with first aid and a
defibrillator. If available, choose the rocket upgrade and
use its air burst capability to take out enemies camped
around flags.
Engineer: Rockets and mines are essential in stopping the
enemy team’s battle walker. Deploy EMP mines at areas
like the Bridge and Power Station, then hide nearby. Wait
until the enemy walker is disabled, then pop out and nail
its knee joints with rockets or anti-vehicle rounds.
Support: Before attacking control points, use the pulse
meter to scan cranes and rooftops for enemy defenders,
then suppress them with your machine gun until your
squad can maneuver and score the kill. When defending,
always drop an ammo pack to keep teammates well
stocked, particularly at common front-line positions like
the Bridge and Power Station.
KEY CHOKE POINTS
Bridge Rood [16 Player]
Cover the Bridge from [Fie catwalks to trie north,
suppressing incoming vehicles ruith rochets and
demo pochs.
In the 16-player battle, the
road running past the Bridge
control point is always a
high-traffic area. Encourage
your team to take this
control point, then lock it
down with mines or demo
packs. As long as your team
holds the Bridge, you can
expect attacks along this
road, ensuring that your
booby traps won’t go to
waste. If trying to avoid this choke point, advance along the
shallow harbor inlet to the north. This soggy path connects
the Living Quarters and Outer Docks and can be traversed
by vehicles and infantry.
Power Station Roods [32 Player]
Like the Bridge, the Power
Station is another central
control point likely to see
heavy action. The paved
road to the north and the
dirt road to the south
are the main east/west
thoroughfares, offering
quick vehicle access to every
control point. Both roads
converge at the Power
Station, providing a unique
opportunity to control the
Iflow of vehicle traffic across the map. Use mines and demo
[packs, or simply park a battle walker nearby to observe
[both roads. Battle walkers can avoid this chaotic area by
(moving along the harbor to the north. Advancing infantry
should also bypass this area using the catwalk system.
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copying or downloading expressly prohibited.
LOGISTICAL CONSIDERATIONS
While the 16-player double
assault battle can be won
outright by capturing all
the control points, the
32-player head-on battle
is more defense-oriented,
because both teams try to
hold a majority of control
points. During these larger
battles of attrition, your
teammates must have a
constant stream of supplies.
When defending, don't forger to Beep supplies ii
elevated positions like the cahualh system.
Since your team only needs to hold two control points to
bleed the enemy ticket count, the commander can easily
provide support with frequent supply drops. But, squads
defending these control points should scatter around first-
aid and ammo packs. Consider using an FA V driven by an
engineer to conduct repairs on the team’s battle walker. It’s
important to keep these death machines on the front lines
at all times. ,
The roads flanking the Power Mon ore
frequented bg FRVs. flmhush them from the
surrounding rooftops, targeting their uiheels.
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TUNIS HARBOR
EU: Push the PAC forces back into the water, preventing
them from taking over the harbor.
PAC: Destroy the defending EU forces to secure the harbor
for upcoming assaults on the continent.
Outer Docks
FEATURES: Surrounded with water on three sides, this control
point can be attacked only by vehicles from the east. But
this can be done from the main road coming from the
southeast or from the dry seabed to the east.
ATTACK: The seabed, the main road, and the catwalk are the
three entry points to this facility. Defenders tend to forget
the other two if you distract them at the main road with
vehicles. Use infantry running on the catwalk over the dock
south of the base to get behind enemy lines.
DEFEND: Even if the control point is pretty isolated, it’s hard
to defend this facility. Enemies can cut you off from
the rest of your team by blocking the main road with a
battle walker. Defend the main road so the enemy meets
resistance before the control point. Don’t forget to watch
the dry seabed and the catwalks.
Docks Office
FEATURES: The flag is placed on the south side, not on the
straight route between the Outer Docks and the Bridge,
so it’s a bit tricky to take with vehicles.
ATTACK: Make sure you clear the roof of the office building
before starting the capture, or you may get a surprise
visit from above. Some empty containers provide cover
for defending infantry — clear these hideouts to avoid
ambushes.
DEFEND: For infantry, this control point can be tricky to
defend against vehicles. Use rooftops and objects on the
ground for cover. Fool your enemies into a false sense of
security, then take them out.
FEATURES: Catwalks, a train, and the silo buildings offer cover
for both attacking and defending infantry. But the low
obstacles near the flag make it hard for infantry to hide
from battle walkers.
ATTACK: Rush along the catwalks from the west to attack
from an elevated position. From the east, use the silo
buildings for cover or swim to avoid being detected.
DEFEND: Use the surrounding objects for cover. The low
objects closest to the flag are not perfect places to hide if
enemies attack with a battle walker.
Living Quarters
FEATURES: Just east of the preserved forest, these buildings
used to be populated by employees working at the harbor.
Now the EU forces use the area as their headquarters
in an attempt to hold the PAC forces off the African
coastline.
ATTACK: Infantry should use the forest for cover when
attacking. If attacking from the pier, hide behind, in, or on
top of the large warehouse. Or swim in from the south.
DEFEND: To prevent surprise attacks from the forest or the
warehouse, extend the defensive lines to these areas. Stop
attackers before they reach cover, where they can then
assault the control point.
Eastern Docks
FEATURES: This control point is almost hidden in a group of
containers arranged in such way that it is impossible for
vehicles to capture it. Many of the containers are empty,
so it is really hard for attacking forces to know if any
defenders are left in the flag area.
ATTACK: Only infantry can take this flag, and vehicles can
support them only with fire from the main road. The
catwalk system gives attackers a good view into the flag
area. The containers are surrounded by a wire fence,
making it possible for supporting soldiers to pin down
defenders as the assault begins.
DEFEND: There are many options for the defenders around
this control point. The containers provide excellent hiding
spots. Cover the flag from within the small maze of
containers or from the catwalk, using the shadows of the
nearby warehouse for concealment.
Power Sfufion
FEATURES: The open surroundings make this control point
popular with battle walkers. Soldiers have to sprint
between cover spots or they will be shot. The catwalk
system isn’t nearby, but it’s still within sniper range.
ATTACK: Use the large warehouses for cover as you approach
this flag. Vehicles can use both the main road and the
small dirt roads to reach this location, giving FAVs an
alternate route if one is blocked by an enemy battle walker.
DEFEND: This flag is difficult to defend at close range. Instead,
use the surrounding rooftops for cover and concealment.
Junkpd
FEATURES: The fence around the Junkyard prevents vehicles
from approaching the flag. There are catwalks above the
entire area and a long train on the eastern flank, providing
cover for infantry.
ATTACK: Watch out for hiding enemies as you approach this
flag. There are many shadowy areas, perfect for hiding
defenders. The yard is encircled by fences, buildings,
containers, and a train, but there are multiple entry points
for infantry. Use a battle walker as support while soldiers
rush the flag.
DEFEND: Most vehicles can’t reach the flag and can only assist
defending soldiers. There are many good hiding spots on
the ground, along the containers, and on the catwalk,
giving defenders multiple cover points.
Although the EU team needs only two
of the neutral control points to secure
a drain on the PAC ticket count, it’s
all three, dominating the entire village.
Go for the two westernmost points first, capturing the
Church with the L-5 Riesig and the Western Outskirts
with the AVM-2 Groundhog. Reinforce both positions
[especially the Church] with infantry while assaulting the
Eastern Outskirts with the L-5. Push the PAC forces
back, forcing them to spawn at the Glacier Rim. Set up
a defensive line at the Eastern Outskirts and engage the
PAC troops and vehicles as they cross the open field
to the northeast. Hold this position till the PAC team’s
ticket count is depleted.
m
best to capture
The PAC team also should try to
occupy the entire village, forcing the
EU to spawn at its Valley Farm base.
Rush the eastern control points first, using the T-39
Bogatyr battle walker to capture the Church and the
BTR-4 Romanov to convert the Eastern Outskirts. While
defending these areas with infantry, use the vehicles
to assault the Western Outskirts — the BTR-4’s mortar
is very effective. Once all three control points wave
the PAC flag, set up a defensive line along the western
edge of the village, centered on the Eastern Outskirts.
Pound the EU troops at the Valley Farm with sniper fire,
rockets, mortar rounds, and orbital strikes untill their
ticket count reaches zero.
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copying or downloading expressly prohibited.
V£«iOUN
By the end of 2140, the PAC occupied much of Europe but had yet to gain control of the Mediterranean. Northern France
represented a key strategic passage, but it was a narrow one, given the wall of ice that had advanced all the way to the
49th parallel. The PAC sped into Lorraine to find a small but resilient EU company holding a section of the Maginot Wall in
Verdun. The A8 Tiger main battle tank more than held its own against the newer Type 32 Nekomata hover tank, allowing
the EU to hold the positions for almost a month.
Valley Farm
Glacier Rim
Western Farm
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copying or downloading expressly prohibited.
Eastern Farm
HI
As in the 16-player battle, the EU
needs to capture and hold just two
of the neutral control points to bleed
the PAC team’s tickets. Rush the village first, dropping
a squad leader on the Church using the UD-6 Talon. The
squad can use the L-5 Riesig spawned at the Church
to defend the village. Secure the Valley Farm with
one of the MK-1 5 Bandits spawned at the Western
Farm. Forfeit the Hillside Farm altogether and focus on
defending the Church and Western Farm. Pack these
two control points and the surrounding areas with
infantry squads, tanks, and battle walkers. While the
ground units defend, use the UD-6 Talon for close air
support, targeting the PAC’s Type 32 hover tanks and
its T-39 battle walker. Hold out at the Church and Valley
Farm for the rest of the battle to secure a victory.
VERDI IN
The PAC team can gain the upper
hand by consolidating forces in the
village and eastern valley. Start by
rushing the Church with the Type 4 Doragon, dropping
at least one player for the capture. Use the remaining
vehicles at the Eastern Farm to capture the Hillside Farm
and reinforce the Church. Keep at least one tank and one
battle walker at each control point for defense. Assign
infantry squads to each control point, too, ordering them
to stay on defense, mostly with engineer and support
kits. Thin out the EU offense by knocking out its tanks and
battle walker with the Type 4 Doragon. Consider using the
BTR-4 mortar to bombard the EU troops as they spawn at
the Valley Farm. Maintain the defensive line at the Church
and Hillside Farm and continually drain the EU ticket count
till the end of the battle.
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copying or downloading expressly prohibited.
Hililani Camp
This large battle features six neutral
control points, and the EU must
capture and hold four of them to bleed
the PAC ticket count. Use the damaged Maginot Wall
dividing the valley as a front line while occupying the
western valley control points. Rush squad leaders to the
Church, Valley Farm, and Guard Gate using the UD-6
and UD-1 2 — these are the front-line positions. Move the
remaining vehicles from the Mansion east to capture
the Western Farm and to reinforce the three front-line
control points. Defend these vital positions with tanks
and battle walkers while infantry cover the eastern valley
from the Maginot Wall and its towers. Use the UD-6
to patrol the wall’s multiple breach points, stopping
any breakthrough attempts. Continue reinforcing the
front with fresh vehicles spawned at the Mansion and
Western Farm. Hold the north-south line as long as
possible to maintain an edge over the PAC team.
'M
If the PAC captures and holds the
two neutral control points in the
eastern valley, they only have to
capture two more near the Maginot Wall to impose a
drain on the EU ticket count. Start off by rushing troops
to the Guard Gate, Church, and Hillside Farm in the
Type 4 and BTR-20. Of the three central control points
positioned near the Maginot Wall, the Guard Gate and
Church benefit the PAC the most, each producing a T-
39 Bogatyr — the Valley Farm spawns no battle walkers
for the PAC. Capture the Eastern Farm with ground
vehicles from the Military Camp, then move them west
to reinforce the Church, Hillside Farm, and Guard
Gate. The Church and Guard Gate are likely to face the
stiffest resistance, so keep them well supplied with
tanks and battle walkers at all times. But leave squads
at the Hillside and Eastern Farms too, to defend against
airborne and other breakthrough attacks.
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copying or downloading expressly prohibited.
MANSION
64 Player Only
Ell
• Western Farm
Positioned on high
ground at the
western map edge,
the Mansion serves
as the EU base in
the 64-player battle.
EU players spawning
here have several
vehicles to choose
from, including a UD-I
and a UD-12, which
should be used to
drop troops on distant
control points like the
Mansion Assets
Ell Control 16 Plauer
32 Plauer
64 Plauer
MH-1S
—
S
HVM-2
—
2
68
—
3
UD-6
—
1
UD-12
—
1
Orbital Slrihes —
—
2
UHV Unit
—
1
Radar Station —
—
1
Railnun
—
1
RD Turret
—
1
These air units can
also return here to rearm
and repair at the site’s two
landing pads.
Attack
Sabotage and vehicle theft
raids are the only viable
reasons to attack the
Mansion. Hitch a ride on an
air transport and drop in
from above to infiltrate the
facility. If no air units are
readily available, rush in with
an FAV, but stay off the main
paved road to avoid outgoing
EU traffic. Once inside, move
around on foot to avoid
drawing attention. Slap some
demo packs on the EU commander’s assets and make your
getaway. If your team holds all the control points, avoid
laying siege to this base. The lower open terrain to the east
offers little cover, allowing defenders at the Mansion to pick
off attacking units at long range. It’s better to hold back at
the western control points and defend.
The Mansion’s location is its best defensive feature.
Defenders here have a commanding view of the valley to the
east, allowing them to spot any incoming threats. Since air
assaults are the most common, don’t stray too far from
the base’s two AA turrets, on the northern and southern
flanks. The railgun’s view is obstructed by a large boulder
to the east, so consider using an engineer’s rocket launcher
to engage any vehicles approaching along the main road.
Vehicle attacks are rare, so don’t bother placing mines
along the road — you’re more likely to kill a teammate.
WESTERN FAR M
n n _ n j n k ni a#
32 ond 64 Ployor
EU [32 Plaijer]/
• Mansion
Neutral [64 Plaijer]
• Valley Farm
■ ■ i
J- #
The Western Farm
is the EU base
in the 32-player
battle, providing
it with most of its
tanks and its only
UD-6 Talon. In the
64-player battle this
farm is neutral, but
still within the EU’s
zone of control in
the western valley.
In this larger battle,
the EU team gains
one extra A8 Tiger
over the PAC’s
single Type 32
IMekomata. Plus, the control
Western Form Assets
HH-15
UflZ-8
3 2
HVM-2
BTR-4
1 1
68
Tune 32
2 2-1
L-S
1
UD-6
1
Orbital Slribes
2
UHV Unit
1
Radar Station
1
Railuun
Railouo
2 2
66 Turret
66 Turret
1 1
*EU Control Onlij
point spawns an L-5 Riesig —
no battle walkers spawn here
for the PAC team. In both
battles, the landing pad is
operational, allowing friendly
pilots to drop in for quick
repairs and rearmament.
Attack
The best way to approach the Western Farm, which is
located deep in EU territory, is by air. Fly in from either
the north or south and stay low, using the nearby trees
for cover. If going for the flag in the 64-player battle,
commandeer a tank or APC while camping the capture
radius. If no armored vehicles are available, drop prone
among the crates surrounding the flagpole for cover
and concealment. This base can’t be captured in the 32-
player battle, but stealing vehicles and sabotaging the EU
commander’s assets is a good way to apply some extra
pressure.
Be careful when crossing the river betiueen the Western and Valley Farms — it is deeper
than it loohs. Use the northern bridge or the turn shallow river fords to the south uihen
crossing to avoid flooding your vehicle.
VALLIY FARM
Dll
EU pG Player]/
Neutral [32 and 64 Player]
• Western Farm
• Western Outsorts
• Church
• Guard Gate
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Attack
Always attack the Valley
Farm from the west to
avoid getting targeted by
the defensive weapons
positioned to the east. The
wide northern entry point
isn’t bad either, but watch
out for the AA turret in the
courtyard. Once inside the
courtyard, scan its eastern
side for mines or demo packs
before rushing toward the
flag. If on foot, hide behind
the metal barrels next to
the flag pole or along the
southern side of the nearby
house to stay out of sight
during the conversion process. Otherwise, park your vehicle
next to the flag and wait it out.
Defend
While the surrounding buildings provide some protection,
they also limit visibility, often making it difficult to spot
attackers until they’ve infiltrated the courtyard. Unless you
have enough team members to cover the perimeter, defend
from within the courtyard, focusing on the flag. Scatter
mines or demo packs within the flag’s capture radius to
prevent vehicle rushes. Once the traps are placed, back
off and watch the flag — climb the white storage tank to the
south for a good view. The AA turret has a good view of the
flag as well, and can blast infantry, FAVs, and, of course,
air units.
Volley Form Assets
In the 16-player
battle, the Valley
rm is the EU’s
as it struggles
for control of the
nearby village to the
northeast. But in
the larger battles,
this control point
is up for grabs and
is likely to change
hands several
times. Still, this
farm benefits the
EU team the most,
providing an extra
A8 Tiger in the 32-player battle and an additional L-5 Riesig
in the 64-player battle.
MH-15
UAH
1
2
flVM-2
1
—
—
A8
Tune 32
1*
1
L-S
T-33 1
1
1*
Orbital Strikes
2
—
—
URV Unit
1
—
—
Radar Station
1
—
—
Railaun
Railoun 1
2
2
RR Turret
RR Turret
1
1
*EU Control Only
Defend
Like the Mansion, the
Western Farm sits on
a slope overlooking the
western valley, giving
defenders a clear view. Man
one of the two railguns to
blast traffic advancing along
the main road — the eastern
railgun has a good view of the nearby Valley Farm, too.
Air attacks are most common, but the AA turret’s view is
partly obstructed by the surrounding trees. If air attacks
are a problem and the AA turret isn’t effective, consider
jumping in a tank and using its turret machine gun to fend
off air units.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
GUARD GATE
84 Player Only
Neutral
• Valley Farm
Guard Gate Assets
MH-15
unz-8
1
L-S
T-39
1
Railoun
Railoun
2
HU Turret
flfl Turret
1
The Guard Gate is
available only in the
64-player battle.
It’s located in the
center of the map,
near the southern
boundary. Both
teams have an even J
chance at capturing
this control point, each
gaining a valuable battle
walker if successful. The flag
is positioned on the wall, just
above the gate. Therefore it
must be captured by infantry
or a hovering aircraft.
Resell
The Guard Gate is
surrounded by open terrain,
so always approach in a
vehicle from the east or
west. Before stepping out,
scan the wall and nearby
tower for defenders. The top
of the wall can be accessed
via a damaged catwalk that
acts as a ramp on the eastern side, or via the ladder and
staircase on the western side. There are no good hiding
spots within the capture radius, so make sure the area is
clear of enemies before approaching the flag. Although it’s
possible to convert this flag while hovering above it in an
aircraft, this isn’t recommended — you’ll be a magnet for
incoming rocket and missile fire.
Defend
The elevation of the wall and nearby tower gives defenders
great views of the eastern and western approaches. Take
up elevated positions and equip engineer or recon kits to
engage incoming vehicles and infantry at long range. The
eastern and western railguns on the ground have excellent
long-range views too, perfect for pounding incoming tanks
and battle walkers. Even more effective is the elevated AA
turret on the western side, capable of downing enemy air
units in all directions — a highly prized seat for players looking
to shoot down enemy aircraft. If defending alone, booby-
trap the narrow capture radius with demo packs or anti-
personnel mines, then take cover in the northern tower.
This small control
point appears only
in the 1 6-player
battle, serving
mostly as a spawn
point on the southwestern
edge of the village. The EU
team has the best chance of
capturing this control point
early, because of its close
proximity to the EU’s Valley
Farm base. But the cramped
conditions can make it
difficult to defend, giving the
PAC more than a fair chance
of taking it away.
Western Outskirts Assets
EU Control PAC Control 16 Plauer 3B Plauer 64 Planer
Railoun Railouo 1 — —
Attack
If available, use a battle
walker or APC to soften
up the Western Outskirts
before moving in for the
capture — especially if this
is the enemy’s only control point in the village. Large
concentrations of enemy infantry are easily downed by
the battle walker’s cannons or the APC’s mortar. Vehicles
can convert the flag by parking in the small courtyard to
the west or the narrow street to the east. If attacking on
foot, hide inside the damaged house to the south while
converting the flag.
When defending, expect heavy infantry attacks from the
east or EU vehicle attacks from the west. Reinforce the
flag’s capture radius with demo packs while placing sentry
guns in the eastern street or courtyard. The railgun is
located in the eastern street but lacks a good long-range
view, which often leads to point-blank duels — usually won by
APCs or battle walkers. If manning the railgun, take a shot
and run for cover. The damaged house south of the flag is a
great hiding spot to defend and contest the flag from. Use
the upper floor as a sniping perch to watch the eastern or
western avenues of attack. For an even better view, climb
the nearby tower to the south.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
EASTERN OUTSKIRTS
Eastern Outskirts Assets
The Eastern
Outskirts is
another i6-piayer- EU Control PACContfol 16 PlauGf 32 Plauer 64 PlauEi
only control point RflilOUIl RflilOUn 1 — —
located in the
village. With the Glacier Rim
located across the open
field to the northeast, the
PAC team can easily claim
this site early in the battle
by rushing it with an APC
or battle walker. But PAC
troops will need to defend it,
too, as the EU attempts to
dominate the village.
Htroch
Attacking the Eastern
Outskirts is similar to
assaulting its western
counterpart. Rush it with a
battle walker or APC while
peppering it with cannon or
mortar fire to eliminate defenders seen or unseen. Convert
the flag from the small eastern courtyard or the road to
the west. When attacking on foot, flank the control point
from the south, using the damaged house for cover and
concealment while converting the flag.
It’s best to babysit this control point from a distance.
But before backing off, leave some demo packs or mines
around the control point. Retreat to the wall or tower
to the south and use an engineer or recon kit to blast
attackers at long range. The railgun in the nearby street
is useful for ambushing APCs or battle walkers advancing
from the west, but don’t expect to knock them out unless
they’re already damaged — or unless you live long enough to
fire more than one shot.
CHURCH
i
i-
kjr vJ
• Valley Farm
• Western Outskirts
• Eastern Outskirts
_ *011151116 Farm __
P- r
Church Assets
EU Control PflC Control 16 Plauer 32 Player 64 Plauer
MH-1S
URZ-B — 1 1
08
Tuue32 — — 1
L-S
1-30 — 1 1
Rallaun
Rallaun 1 1 1
00 Turret
00 Turret — 1 1
The Church is the
focal point of much
of the action in
all three battles.
This control point
sits at the center
of the village, and
fighting around it is
often dominated by
infantry, using the
narrow streets and alleys to
outmaneuver and ambush
tanks or battle walkers. But
its central location isn’t the
only draw. In the 32- and 64-
player battles, the Church
spawns a battle walker,
making this control point
an enticing asset for both
teams.
Avoid attacking the Church
in large heavily armored
vehicles, like APCs, tanks,
battle walkers, unless
u have infantry support,
u’ll need their eyes and
firepower to locate and rout any defenders hiding among
the nearby buildings. It’s best to assault the Church on
foot, infiltrating the village from the south and advancing
along the wall. Enter the Church’s courtyard from the
south, bypassing the high-traffic eastern and western entry
points. In the 32- and 64-player battles, the flag can be
converted from the alley south of the courtyard.
linlfMlinlm
16 Player Only
Neutral
Predicting the direction of incoming attacks on the Church
is difficult, so guard the flag from a distance. The wall and
tower to the south are perfect cover positions, providing
an excellent view of the entire courtyard and flag. From
these elevated positions it is also possible to cover the
adjacent roads, dropping attackers before they even reach
the Church. For added defense, consider dropping some
demo packs around the flag. But don’t mine the eastern or
western entry points, especially in the 32- and 64-player
battles — your teammates need to use these points when
exiting with one of the Church’s spawned vehicles.
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
GLACIER RIM
16 Player Only
PHC
• Eastern Outskirts
The Glacier Rim
appears only in the
1 6-player battle,
serving as the PAC
Glacier Rim Assets
PFIC Control 16 Plauer 32 Planer 64 Plauer
BTR-4
1
base. In addition
T-39
1
to containing the
PAC commander’s
assets, this base
also produces a
BTR-4 Romanov
Orbital Strikes
2
unv Unit
1
Radar Station
1
Railnun
1
and a T-39 Bogatyr.
Both vehicles should he used
to rush the village control
points early in the battle.
Attach
Attack the Glacier Rim only
if the PAC forces already
have a presence inside the
village. Otherwise they’ll be
using their base to spawn,
significantly reducing
your chances of staging a
successful raid. Approach
on foot or in an APC. The
PAC commander’s assets
are all clustered around the
buildings, making them easy
to access and sabotage.
Consider waiting around and stealing the T-39 Bogatyr
when it spawns, too. Denying the PAC its battle walker can
greatly impact the battle inside the village, tilting the odds
in the EU’s favor.
Defend
Leave at least one teammate behind at the Glacier Rim to
watch over the vehicle spawns and commander’s assets.
When defending here, man the railgun to the south to spot
any incoming attackers. This railgun can also help reinforce
the Eastern Outskirts, slicing into enemy APCs and battle
walkers at long range. The open field to the southwest
offers little cover for attackers, so be sure to spot and
eliminate them before they advance to close range.
32 and 64 Player
Neutral
• Valley Farm
• Nilifarii Camp
In terms of assets,
the Hillside Farm is
Hillside Form Assets
Farm, producing
the same units. All
the vehicles are
spawned in a large
open courtyard.
But this control
point benefits the
PAC more than it
does the EU, producing an
extra tank in the 32-player
battle and a battle walker
in the 64-player battle.
These additional vehicles and
the farm’s position in the
eastern valley give the PAC
a good chance of holding the
Hillside Farm for most of the
battle.
MI-15
UAZ-8
1 2
R8
Tune 32
1* 1
L-S
T-39
1 1*
Railnun
Railoun
2 2
RR Turret
RR Turret
1 1
' PHC Control Only.
Attach
Flank the Hillside Farm from
the east or south to avoid
the northern- and western-
facing railguns positioned
outside the courtyard. At the
very least, use an FA V when
rushing in from the north or
west, swerving to frustrate the aim of defenders. During
aerial assaults, exploit the AA turret’s blind spot by flying
in from the east. Once in the courtyard, steal any vacant
tanks or battle walkers before rushing the flag — knock
out the AA turret while you’re at it. If no heavily armored
vehicles are available, hop over the low L-shaped wall
surrounding the flag and drop prone to hide.
■
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Defenders at the Hillside Farm have an awesome view of
the heavily damaged Maginot Wall to the north and west.
Use the railguns, a tank, or an engineer’s rocket launcher
to fire down on any vehicles advancing through the wall’s
breaches near the Church or Guard Gate. The AA turret on
the eastern edge of the courtyard has a good view of the
surrounding airspace as well as the flag. Man it to blast
infantry or FAVs that manage to infiltrate the courtyard.
For added security, reinforce the flag with some demo
packs or anti-personnel mines.
For a good distant cover position
at the Hillside Farm, take to
the rooftop of the southern
building. On the south side of this
structure is a white storage tank.
Climb the storage tank’s ladder,
then hop over to the roof. Stay
behind the roof’s peak for cover and concealment while
watching the flag to the north.
EASTERN FARM
E* „ wl El \iit
jc 300 bi rmljer
• Hillside Farm
PHC [32 Planer]/
• Guard Gate
Neutral [E4 Player]
- ■■ »-*i F*- T * - r**'
n/E a ^ Can,p ..
The Eastern Farm
is the PAC base in
■the 32-player battle,
Ispawning the bulk of
lits tanks and its only
'Type 4 Doragon. In
many respects, this
control point is like
the Western Farm,
complete with a
landing pad, similar
Eastern Form Assets
NH-15
URZ-8
3
2
flVM-2
BTR-4
1
1
H8
Tune 32
2
1-2
—
T-39
—
1
—
Tuoe4
1
—
—
Orbital Strikes
2
—
—
UflV Unit
1
—
—
Radar Station
1
—
Railoun
Railaun
2
2
nn Turret
flfl Turret
1
1
elevated view of the
adjacent valley. But
the Eastern Farm
benefits the PAC
team most even
when it’s neutral in the 64-player battle, providing two Type
32 IMekomatas and a T-39 Bogatyr — the control point spawns
only one tank and no battle walkers for the EU team.
*PflC Control Only
Attach
When attacking from the
west, rush the Eastern
Farm with an FAV, advancing
along the southern dirt road
passing through the Guard
Gate. At the T-intersection
just east of the control
point, keep moving east,
racing up the snow-covered
slope. Veer north to flank
the Eastern Farm, entering
near the collection of five
gray containers. Inside the
courtyard, grab a vacant
tank or battle walker to
convert the flag in the
64-player battle, or toss
some demo packs on the PAC commander’s assets in the
32-player battle. If attacking by air, fly in along the map’s
southern boundary to stay out of the AA turret’s line of
sight.
Defend
The paved road to the north and the dirt road to the
west are the major avenues of attack for ground units
advancing on the Eastern Farm. These two roads converge
at an intersection to the northwest, within view of both
railguns. But defending engineers should deploy outside the
courtyard to score hits on approaching vehicles at greater
distances. The low wall running along the paved road to
the east provides excellent cover for infantry guarding
the eastern valley. Man the AA turret if air attacks are
a problem or if enemy units manage to infiltrate the
courtyard.
MILITARY CAMP
mr*
G4 Player Only
PRC
• Eastern Farm
Located near the encroaching glacier on the eastern edge
of the valley, the Military Camp serves as the PAC base
in the 64-player battle. Like the Mansion to the west, this
large base produces many vehicles, including the PAC’s
only air units spawned on the two landing pads. Players
spawning here should wait a few seconds for teammates to
load into vehicles before driving or flying off, because it’s a
long walk to the Eastern Farm and other control points.
VERDUN
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
Before setting off PRC Control 16 Planer 35 Player 64 PlaoE
to raid the Military 5
Camp, hitch a ride in Z7T I
LJ I H I G
an air transport or
commandeer an FAV. ^ip 32 ZZ ZZ 1 —
MK-1 5s and UAZ-8s TUPe4 — — 1
are the only ground [ffR-20 — — ]_
vehicles capable of Orbital — — j
speedily climbing the yg .
steep slope leading to ;
the base. But dropping Ballaf Wioa — = = !—
in from the air is the HflilQUH — ZZ !_
best option to quickly flfl TUffGl - — — 2_
and covertly infiltrate
the base. Fortunately, the PAC commander’s assets are
tightly clustered, making the sabotage job much easier.
Set your demo packs and choose a vehicle for your escape
Grab a Type 32 IMekomata and try assaulting the Eastern
Farm on your way down the slope.
Expect most attacks to
come from the air. The
western AA turret (near
the radar station] has an
amazing view of the valley
and is capable of downing
any incoming aircraft as far
away as the Eastern Farm.
If ground attacks are a
problem, use one of the Type
32 IMekomatas to guard the
main road leading into the
base. This is the only viable
route up the steep slope, so
camp this road west of the
base and blast any attackers
at long range.
Despite being significantly outnumbered, the EU forces at Verdun were able to severely deplete the invading PAC divisions.
This effort was due in large part to the EU’s ability to infiltrate and destroy PAC Titans before they could distribute troops
and supplies to the front lines. Soon, the PAC matched these efforts, inflicting similar damage to its EU Titan counterparts,
UBZ-8
5
BTR-4
2
Tune 32
3
Tie 4
1
BTR-20
1
Orbital Strikes —
2
URV Unit
1
Radar Station —
1
Railoun
1
RR Turret
2
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
r — -- Once again, the Mansion
serves as the EU base
during this Titan battle. EU
players spawning here or
on the Titan above should
I use the vehicles to rush Silo
HL 4 at the onset. The AVM-2
Jh Groundhog’s pod launchers
are within range of Silo 4
too, allowing for a quick pod
assault. In this mode, the Mansion has no air defenses, so
consider holding back a teammate or two to watch over the
vehicles and commander assets. The Titan can watch the
base, but its weapons are more effective when defending
one of the nearby silos.
Drop the PAC Titan’s shields quickly
by occupying all three central silos
positioned along the Maginot Wall.
Get the UD-6 and UD-12 airborne immediately and drop
squad leaders at Silos 1, 2, and 5 while ground vehicles
rush east from the Mansion to reinforce the center,
capturing Silo 4 along the way. Focus most manpower
at the three central silos while the EU commander
covers Silo 4 with the Titan. Hold as many of the central
silos as long as possible, counterattacking if necessary.
Once the PAC Titan’s shields are down, shift a couple
of squads to offense, ordering them to assault. During
the Titan assault, maintain a presence on the ground at
Silos 1, 2, and 4. If the EU Titan’s shields fail before the
PAC Titan is destroyed, shift all ground units to the EU
Titan for defense.
SILO 1
Minim
Capturing the central silos early and
holding them is the key to gaining an
advantage in this Titan battle. Rush
Silos 1, 2, and 5 with the Type 4 and BTR-20, dropping
troops at each to quickly get three missiles launched
toward the EU Titan. Meanwhile, use the BTR-4 at the
Military Camp to launch a squad west to capture Silo
3. Dig in at the central sites while reinforcements rush
in with tank and APC support from the Military Camp —
move the two Type 32s to Silo 5 to help the T-39 defend.
Hold the line at the Maginot Wall till the EU Titan’s
shields are down. Pull a squad or two away to assault
the EU Titan while still holding at least three silos on the
ground. But as usual, keep an eye on the PAC Titan’s
shields and be prepared to call ground troops back to
defend if necessary.
Located to the south, at
the Guard Gate, Silo 1 is
i one of three silos positioned
# along the Maginot Wall at
the map’s center. The tank
^ spawned here is great for
»-■' engaging enemy targets at
silos, so put this one to good
i assets are identical to the
ones in conquest mode,
including the elevated AA turret — this turret still has the
best view on the map.
MANSION St Eli TITAN
Mansion/Titan Ossets
EU Control Unit Count
silo a
• Silo 4
MI-15
UflZ-8
1
08
Tuoe 32
1
Railaun
Railaun
2
88 Turret
88 Turret
1
HK-1S
UflZ-8
1
88
Tune 32
1
Railaun
Railaun
2
88 Turret
88 Turret
1
Jr “•
pi 1^1
3 " i
mrm
er-
bwUIjM
• Silos 3-5
EV™
VERDUN
Protected by copyright. Unauthorized or unlawful ^
copying or downloading expressly prohibited.
■ Silo 2 is positioned at the
north end of the Maginot
Wall, in the Church’s
courtyard. While the tank
spawned here can help hold
down the site, it’s better off
outside the village, engaging
enemy tanks or battle walkers
at long range. Instead, rely
~ on infantry to hold down this
site, using the nearby wall or
, tower as a cover point. The
railguns outside the courtyard
^ | are perfectly positioned to
' * cover the adjacent streets
f if anc * entry points, but don’t
|n I j ex P ect t0 9 et more than a
couple of shots off.
SILO 4
Silo 4 is located at the
Western Farm. Since the silo
sits just east of the Mansion,
it falls well within the EU’s
zone of control. Like Silo 3,
the site spawns a single APC
and a couple of railguns, and
is equipped with a landing
pad. The APC spawned here
is useful for launching pod
attacks on Silos 1 or 5, as
well as the nearby EU Titan.
When defending, use the
site’s elevation to scan the
western valley for incoming
threats. The eastern railgun
has a great view, capable
of puncturing targets as far
away as the Valley Farm.
SILO 3
launching from the APC’s pod
r launchers. The site’s landing
pad is a welcome sight to
pilots, too. No heavy vehicles
i (£££■' __ are spawned here, so the
^ PAC should consider moving
its Titan over this site for
F defense. But attentive
infantry defenders can make
a stand here, too, using the
two railguns and the elevated view of the eastern valley to
eliminate enemy units at long range.
H 1 , *3 Silo 5 is positioned on the
« I ™ ' eastern side of the Maginot
* i Wall, not far from the Hillside
F Farm. It spawns the map’s only
battle walker, making it one of
x the most valuable sites for both
teams. Its popularity is also
fueled by its central position,
surrounded by all other
^ silos. Whether attacking or
jjm T »t defending, never underestimate
I the effectiveness of the
f site’s defensive weapons.
The railguns on the northern
and southern flanks have
great angles on the nearby silos and can nail incoming tanks
at impressive distances. The AA turret near the silo has good
coverage of the surrounding airspace too. But if the manpower
isn’t available to hold this site, jump in the battle walker and
move to a more defensible position, preferably Silo 3 or 4.
MH-15
URZ-B
1
L-S
T-39
1
Railaun
Railaun
2
DU Turret
HR Turret
1
RVM-2
BTR-4
1
Railaun
Railaun
2
HVM-2
BTR-4
1
Railaun
Railaun
2
The Military Camp is the
r PAC’s base during this
Titan battle, producing
the bulk of its vehicles.
Players spawning here can
immediately assault Silo
4 using the BTR-4’s pod
launchers. In addition to
rushing the nearby silos at
the start of the battle, these
vehicles should be used throughout the conflict. The Type
32 IMekomata hover tanks are particularly effective in the
open terrain of the eastern and western valleys — especially
if the EU takes control of the battle walker at Silo 5.
Commander: Choose an engineer kit and issue
orders from your team’s base or Titan, using
defensive weapons to fend off raids, and the
blowtorch to conduct repairs. In the Conquest
battles, make sure your team captures and holds
a majority of the control points to impose a drain
on the opposing team’s tickets. Provide your squad
leaders with supplies and UAV support upon their
request.
Squad Leader: At the start of battles, use air units
to quickly reach distant control points like the
Church or Guard Gate. Once on the ground, order
your squad to spawn on you. Maintain a presence
near the Maginot Wall at the map’s center by
deploying a spawn beacon.
Recon: Climb the Maginot Wall’s towers and snipe enemy
infantry in the eastern or western valleys. These towers
are great observation posts, allowing you to relay
targeting information to friendly APCs and aircraft for
mortar and air strikes.
Assault: Choose this kit when operating in and around
the Church. Med kits, a defibrillator, and the shotgun
upgrade all come in handy during these close-quarter
firefights. Opt for the heavy body armor, too.
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Engineer: Keep your team’s tanks and battle walkers in top
shape. Consider driving around in an FAV and conducting
repairs at frontline positions. In the open valleys, find an
elevated position and pound enemy vehicles with rockets
at long range.
Support: The machine guns, shotgun, and sentry gun are
very effective in the close quarters of the village, as well
as on the Titans. Bring along some EMP grenades to
help disable tanks and battle walkers. When defending,
drop ammo where the squad, especially the engineers,
can reach it easily.
KE¥ CHOKE POINTS
At one time the Maginot
Wall divided this tranquil
farming valley. But the wall
has suffered heavy damage
during the battle, reducing
entire sections to rubble.
Ground vehicles moving
from east to west must
navigate through one of
four major breach points.
The channeling of ground
traffic through these narrow
openings creates some
great ambush opportunities.
Engineers can shut down these breaches with mines or by
firing rockets at passing vehicles — preferably from the wall
or one of its towers. Or try hiding a tank on one side of the
wall and blindside enemy vehicles with a side or rear hit as
they drive through. But before camping a breach, monitor
the enemy’s positions to best predict the high-traffic areas.
The two breaches near the Church are very popular.
Western River
This unassuming river in the
western valley doesn’t look
like much, but it can be a
major headache for EU ground
forces in the 32- and 64-
player battles if properly used
by the PAC. As mentioned
earlier, there are only three
crossings; the bridge to the
north and the two shallow
river fords to south. If the
EU is pushed back to the
Western Farm or Mansion, all its ground vehicles must cross
this river to reach the eastern control points. The PAC team
can prevent such advances by defending the three river
crossings with mines, demo packs, tanks, or battle walkers.
But the river isn’t completely impassable — infantry can swim
across and aircraft can fly over, so don’t focus all manpower
on defending this choke point.
Hide behind rhe luoII for conceolmenr mhile
setting up ambushes at the breach points. Use the
element of surprise to score bits on vulnerable
areas, like the battle ujalHer s legs or Hnee joints.
If the EU is isolated to the ruestern valley, bold
them at the river bg guarding the three river
crossings, including this bridge to the north.
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Tanks ore essential in this battle, so keep a
fresh supply at the central control points or silos,
even if it means spanning at pr base
and driving them to the front.
VERDUN
LOGISTICAL CONSIDERATIONS
In both the Conquest and Titan battles, the action in Verdun eventually comes down to
holding control points or silos. During these defensive situations it’s important to keep
your team fully supplied and repaired, especially at the high-traffic central control points
and silos. Infantry squads should be self-sufficient, supplying themselves with ammo and
first aid. Vehicles must rely on supply drops from the commander and engineers to keep
them repaired. Air power is also a big factor in this battle, so keep these units in the fight
by repairing them on landing pads located at the Mansion, Western Farm, Eastern Farm,
Military Camp, or the Titan hangars. Constantly reinforce hotly contested sites like the
Guard Gate, Church, or Silo 5 with fresh tanks and battle walkers spawned nearby or at
the team’s base. Don’t let these valuable units sit idle in the rear while your teammates are
dying on the front lines!
VERDUN TESTER TIPS
16 Player
EU & PAC: It is vital for the both teams to establish a
foothold within the village as quickly as possible and
maintain that foothold throughout the round. For the
EU, the closest control point is located in the Western
Outskirts. The PAC should go for the Eastern Outskirts.
Each team should capture these perimeter points early
and dig in. Next, the teams should split up, half staying
on defense while the other half attacks the Church,
preferably with the support of the battle walker. Make
good use of the APC, as soldiers on foot take much longer
to reach the village.
32 & 64 Player Conquest
EU Control of the old wall is the key to success for the
EU on this map. If the EU can get control of both control
points west of the wall, it can easily hold the PAC units
back and win the battle. Use fast transports such as FAVs
to get to the Valley Farm, Church, and Guard Gate quickly.
The gunship should go across the wall and prepare to take
out any heavy vehicles that the PAC forces have coming
toward the wall. Once these control points are safe, set
up defense lines along the wall to close the PAC out.
Use the air transport to launch attacks across the wall,
cutting off the PAC reinforcements.
PAC: The wall shelters three control points on the opposite
side of the PAC base. The PAC team has to be quick to
establish control on the other side of the wall. If the EU is
allowed to set up defenses along the wall, the PAC team
has a hard time getting back in the fight. So the PAC
should use the FAV, the air transport, and the gunship
to secure the Church control point quickly, before the
EU does. Also, try to get control of the Guard Gate.
This blocks EU access to the eastern parts of the map.
The Hillside Farm is also essential; there you gain battle
walkers and tanks useful for pushing the EU team back.
Titan Mode
EU As the majority of the missile silos are situated on the
eastern side of the wall, the EU must be quick in getting
control of the silos and must defend them hard. Even though
it spreads the team out, the easiest points for the EU to
defend are the Church and the Guard Gate. Go for these
points and secure them. Position the Titan between these
two silos but farther west to allow for quick attacks, using
assault pods on the control points should you lose them.
PAC: The PAC team has an advantage in the missile silo
situated by the barn on the eastern side of the wall. Even
though it’s pretty much in the open, the EU has a hard
time getting heavy vehicles up to that point. Secure the
nearby missile silo and move down to the barn, then try
to take control of the Guard Gate silo and dig in. Position
your Titan between these two points and use the ground
cannons to lay suppression fire on any attackers advancing
toward these silos.
Westarn&Eastarn Outskirts [16 Player Only]
FEATURES: Open fields in back leave it open for attack from the
Valley Farm.
ATTACK: Attack these points on a broad front. Make sure to
use the battle walker as a support vehicle in the attack.
Fully encircle the control point, because the ruined village
easily allows for enemies to bypass your ranks and take
control points to the rear. Use the cover of the houses for
your attack, avoiding the open fields in the back.
DEFEND: Set up a broad defense line deeper inside the village,
in front of the control point. Use mines to block off vehicle
access to the flag.
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Western Form
FEATURES: A large farmhouse area with landing pads for air
vehicles.
ATTACK: As this farm is deep within the EU territory, the best
way for the PAC team to get control of this point is to
use quick attacks, either with the help of FAVs or the air
transport. Make sure that no heavy vehicles are present.
If they are, take control of them and use them to control
the area.
DEFEND: As the farm is open, use mines to block off access to
the area. The AA turret and railguns here allow for good
defense against air vehicles and heavy vehicles.
Volley Form
FEATURES: Farmhouses surrounded by fields and in close
proximity of the border wall.
ATTACK: The farm area is walled in, which makes it hard to
bring vehicles up to the control point. But the northern
entrance is slightly broader and not as easy to defend. The
lack of static weapons covering this entrance makes it the
best choice to get any heavy vehicles to the control point.
Attack with vehicles from this entrance, while soldiers
make use of smaller gates and broken walls to get through
the defenses.
DEFEND: Use mines to block off any entrance to the area.
Defenders should then retreat back from the flag area and
use the surrounding buildings to defend the flag. Use the
static weapons covering the western and southern entrances.
Guard Gate
FEATURES: A wall and gate with a guard tower.
ATTACK: As this control point is on the border between the
east and west parts of the map and pretty open, use heavy
vehicles when attacking the flag. Take out any enemy vehicles
and then sweep the area with infantry as defenders may be
hiding on the guard wall. The gunship should come in handy
to suppress any infantry hiding on the walls.
ND: The flag is situated on top of the Guard Gate and is
accessible only by infantry. The best defense is to stay
high and out of sight from heavy vehicles. Mining the gate
also blocks this way through for the enemy. In Titan mode,
the EU should place mines in the gate area; this blocks the
PAC team from getting to the missile silo on the western
side of the wall. The PAC needs to move through the gate
and set up defenses to the west. Make use of the wall for
elevated vantage points.
Born [Titan Only]
FEATURES: A lone barn set out in the fields.
ATTACK: Since the area is pretty much open, the best way to
assault it is by pod-launching from afar. Destroy or take
control of the battle walker that spawns here.
DEFEND: Use the battle walker in defending the silo. Man it
at all times. If it’s lost to the enemy, you’ve lost the flag.
Mine access to the missile silo.
Hillside Form
FEATURES: Farmhouses and barns on a small hill.
ATTACK: Walls encircle this control point, making it hard to
attack. Both the north and the west entrance are guarded
by railguns that cover most of the fields below the farm.
But the eastern entrance is easier to get through with
heavy vehicles. The large barn on the south side of the
farm gives excellent cover for a ground assault team
moving in on this control point.
DEFEND: Use mines to block off any entrance to the area.
Defenders should then retreat from the flag area and use
the surrounding buildings to defend the flag. Be sure to
man the static weapons covering the northern and western
entrances.
Eastern Form
FEATURES: Situated at a crossroads high up the hillside
overlooking almost all of the eastern valley.
ATTACK: Access to the Eastern Farm is hard, because it lies in
a steep area. It takes a long time to bring heavier vehicles
up here. The easiest way to attack the point is to use quick
attacks, either with the help of FAVs or the air transport.
Make sure that no heavy vehicles are present. If they are,
take control of them and use them to control the area.
DEFEND: The steep hillside is a great defense mechanism in
itself. Heavy vehicles have a slow drive coming up. The main
concern is sneak attacks launched with FAVs or aircraft.
Watch the skies and man the AA turret. Make use of the
houses and walls for defense, staying clear of the open
fields in the middle of the farm area. Also, man all vehicles
that spawn here, or enemies may steal them.
Church
FEATURES: Church and low stone walls.
ATTACK: Soldiers attacking this point should use surrounding
houses and walls for cover as they close in. In the southern
end of the churchyard, a broken wall allows for access
directly into the courtyard while providing good cover.
DEFEND: Use mines to block off the two entrances to the
courtyard. A battle walker can easily walk across the
stone walls, but all other vehicles have to pass through
the entrances. It is also a good thought to make use of
the guard tower situated south of the church as a sniper
position, covering the church grounds and picking off any
attackers in proximity to the flag/silo.
Remember, your score and experience mode-up your career points. The score is The accumulation of all points score in each round of game play. Including all dills, control point captures,
revives, etc. Experience points are attained by earning badges, ribbons, and pins. Each of these auiards is uiortb a pre-set number of experience points. Experience points are not earned
uiitb medals.
‘dll rands are subject to change.
Sergeant Gold 1
i
1
'
Career Points: S.B5D
t Unlochs duiarded: 1
Master Sergeant Gold 1
*
i
'
Career Points: 4,400
[ Unlochs Duiarded: 1
■ Jl
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copying or downloading expressly prohibited.
i
Chief Petty Officer Silver
1 Chief Petty Officer Gold 1
Warrant Officer Silver ]
Warrant Officer Gold
Career Points: 8,250
Unlochs Hiuarded: 1
Career Points: 9,300
Unlochs Hiuarded: 1
□
Or' V
Career Points: 10,400
Unlochs Huiarded: 1
□
Career Points: 11,550
Unlochs Hiuarded 1
Career Points: 12700
Unlochs Hiuarded: 1
Career Pote 11000^”
yJJ Unlochs Huiarded: 1
Ur
Career Points: 15,300
Unlochs Huiarded: 1
0
i
_
Captain Silver |
Captain Gold |
Maior Silver |
Career Points: 16700
Unlochs Hmarded: 1
Career Points: 18,300
Unlochs Hiuarded: 1
Career Points 20,100
Career Points: 22,100
&
iGijgpil
Career Points:
Career Points 28,800
Unlochs Uiuarded: 1
Hjjjh Career Points: 37,100
\Xf Unlochs Hiuarded: 1
Career Points 40,200
Unlochs Uiuarded: 1
Career Points: 43,300
Unlochs Huiarded: 1
Career Points 46,900
Unlochs Hmarded: 1
Career Points 60,600
Unlochs hiuarded: 1
I M
I™ — 4IH
I
Career Points 54,100
1 Brigadier General 1
t . a.. L?iFilfTi( : lf5iiTl:iT , T^ ~ ~~fi
Career Points: 57700
Unlochs Hmarded: 1
4
r Career Points: N/H
1 Unlochs Hmarded 0
Career Points: N/H
iM&r Unlochs Hmarded: 0
Supreme Commander*
Career Points: N/H
* The Maior General. Lieutenant General, and Supreme Commander ranhings are reserved for the top 200 players urith the
most career points. But only the player uiith the highest score is eligible for the Supreme Commander ranhing.
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copying or downloading expressly prohibited.
APPiNUlX is: 4WARIIS
* fill aiuards are subject ro change.
In (mound: 30 Hills in on aircraft
Global Criteria 1:100 hours in an aircraft
Global Criteria 2: 8,000 hills uiith aircraft
Global Criteria 3: —
Global Criteria 4: —
In 0 Round: 25 hills in an armored vehicle
Global Criteria 1 100 hours in armored vehicles
Global Criteria 2: 8,000 hills uiith armored
vehicles
Global Criteria 3: —
Global Criteria 4: —
In 0 Round: 20 hills
Global Criteria 1:100 control points
captured
Global Criteria 2:200 repair points
Global Criteria 3: —
Global Criteria 4: —
In R Round: 1 Distinguished Combat Efficlencq Pin
Global Criteria 1: Bronze Badges: Support Service.
Recon Service. Hssault Service. Engineer. Collectors.
Pistol Commendation. Explosive Gallantrq
Global Criteria 2: —
Global Criteria 3: — Global Criteria 4 —
S Global Criteria 1:150 hours played
Global Criteria 2: 1.000 control point
Global Criteria 1 400 control point defends
Global Criteria 4: 5.000 teamuiorh score
In 0 Round: 1 Explosive Efficiency Pin
Global Criteria 180 hours in Conquest mode
Global Criteria 2: 8.000 hills in Conquest mode
Global Criteria 3: 25 best hill streah in
Conquest mode
Global Criteria 4: —
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copying or downloading expressly prohibited.
In D Round: I Distinguished Combat' Efficiency Pin
.Global Criteria 1: Silver Bodges: Support Sendee, Recon
Service. Assault Service.Engineer. Collectors. Pistol
Commendation, Explosive Gollontni
Global Criteria 2: —
iGlobal Criteria 3: — Global Criteria 4:—
rk
fry
QJ
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copying or downloading expressly prohibited.
* in Conquest mode “in titan mode
Experience: 20
In 0 Round [IRR] Criteria:
3 minutes in air defense
Global Criteria 1: —
W| Experience: 20
®|lnfl Round [IRR] Criteria:
IS minutes in aircraft
Global Criteria 1: —
Global Criteria 2: —
Global Criteria 1: —
Global Criteria 2: —
Experience: 20
I In R Round [IRR] Criteria:
_|l 12 bills as assault
Global Criteria 1: —
Global Criteria 2: —
j | Experience: 40
In fl Round [IRR] Criteria:
7 Hnife hills
Global Criteria 1: —
Global Criteria 2: —
| Experiencx 500
In R Round [IRR] Criteria:
IS air defense hills
Global Criteria 1: 20 hours in air defense
| Experience 500
| In R Round [IRR] Criteria:
15 hills in aircraft
Gl al Criteria 1: 25 hours in aircraft
al Criteria 2: —
Armor Service Badge [Silver]
^Experience 20
In R Round [IRR] Criteria:
15 minutes in armored vehicle
Experience: 500
In R Round [IRR] Criteria:
15 hills in armored vehicle
Global Criteria 25 hours in armored vehicle
I Criteria 2: —
jl Experience: 500
□ In fl Round [IRR] Criteria:
I 20 hills as assault
Global Criteria 1: 15 hours os assault
Global Criteria 2: —
| Experience: 500
1 In fl Round [IRR] Criteria:
10 hnife hills
I Criteria] 50 hnife hills
I ini Criteria 2: —
| Experience: 1.000
In R Round [IRR] Criteria:
30 air defense hills
iriterial: 50 hours in air defense
I Experience: 1000
In R Round [IRR] Criteria:
35 hills in aircraft
Global Criteria 1: 50 hours in aircraft
G obal Criteria 2 : —
I ‘fl Experience: 1000
In R Round [IRR] Criteria:
35 hills in armored vehicle
Global Criteria I 50 hours in armored vehicle
|lobal Criteria 2: —
I ^ii Experience: 1,000
| In fl Round [IRR] Criteria:
30 hills as assault
Gl Criteria!: 50 hours as assault
Global Criteria 2: —
Criteria!: 100 hnife
Elobal Criteria t —
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copying or downloading expressly prohibited.
Global Cril^enal:
Global Criteria!!:
Experience: 1.000
In 0 Round [IHR] Criteria:
llPlB J 15 repair points
al Criteria 1 60 hours using repair tool
I Criteria 2: 200 repair points
Experience: 20
In H Round [IRR] Criteria:
0 heal points
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copying or downloading expressly prohibited.
lobal Criteria 1: GO hours using med hub
Criteria 2 400 heal points
... 1.000
I In fl Round [IRR] Criteria:
I | 18 hills uiifl) a pistol
300 hills with a pistol
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copying or downloading expressly prohibited.
ral Criteria!: 30 hours in Titan mode
Global Criteria 2 —
Global Criteria 1: 60 hours in Titan mode
Global Criteria 2 —
■■
Global Criteria!: —
Global Criteria 2: —
ria 10 destroyed Titan components
Global Criteria 2: —
Experience 1.000
1 In R Round [IHR] Criteria:
3 Titan components destroyed,
including reactor core
Global Criteria 1: 40 destroyed Titan components
Global Criteria 2 —
Criteria 1 IHR: 15 Titan air Criteria 3: —
drops from air transport criteria 4’ —
2 : Global: 25 hours
os air transport pilot
Criteria ' IHR: 5 minutes Criteria 2: IRR: 15 hills uiith
in air defense [Rfl turret, air defense
Titan] Criteria 3: —
Criteria 4: —
Experience: 30
iteria IRR: 10 minutes in Criteria 3: —
gunship or air transport criteria 4- —
IRR: 20 hills in
gunship or air transport
Criteria IRR: 20 minutes in Criteria 3: —
an armored vehicle criteria 4: —
IRR: 20 hills in an
armored vehicle
Criteria] IRR: 20 minutes as Criteria 3: Global: 80 hours
commander as commander
IRR: 40 commander Criteria 4: —
points [before 2x]
Experience
Criteria 1: IRR: 10 road hills Criteria 3: —
i teria 2: Global: 10 hours in Criteria 4: —
a ground vehicle
f Distinguished Unit Service Ribbon
Experience: 500
nreria 1: IRR:15 teamiuorh
Criteria 3: Global: 10 hours
points
as squad leader
Criteria 2: Global: 10 hours
Criteria 4: Global: 10 hours
as squad member
os commander
European Duty Ribbon
Experience:
Criteria Played all Criteria 3:—
European maps Crileria 4' —
2: Global: 120 hours
as EU
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copying or downloading expressly prohibited.
riteria 1:10 bills [no Criteria 2: Global: 50 hours
team hills/damage/vehicle played
damage] criteria 3:—
Criteria 4: —
Ground Base Defense Ribbon
I Experience: 500
Criteria — Criteria 3: —
Criteria 2: Global: 200 bills in Criteria 4: —
ground defense
Criteria 1:1: 10 seconds in Criteria?. —
a parachute Criteria 4: —
Criteria —
Infantry Officer Ribbon
I jsj CT3 | Experience: 5
Criteria JOB: 20 minutes as Criteria?. —
squad leader Criteria 4 —
i 2: Global: 40 hours
as squad leader
[ Legion of Merit Ribbon
Ull II
1:10 bills
Criteria 2: Global: 120 hour
played
| Experience: 2.000
Criteria 3: Global: 10 best
s billstreab
Criteria 4: Global: 8 morst
death streah
,[C7
mi
| ^ |
| Experience: 50
Criteria 1:1: 20 bills
Criteria 2: Global: 10 best
billstreab
Criteria 3: —
Criteria 4: —
BQQIIJ go
Experience: 500
riteria 1:18 minutes in Criteria 3: Global: 20 hours
a squad in a squad
IRR: 40 team Criteria 4: —
points
Jft
Criteria!: Played all Asian Criteria 3:—
maps Criteria 4: —
1 2: Global: 120 hours
as PRC
Titan Rerial Defense Ribbon
m— 3
Experience: 50
1:15 bills anti-
aircraft bills from Titan
Global: 10 hours in
Titan HA guns
Criteria 3:—
Criteria 4: —
u
BgTa
Experience: 500
Criteria 3:—
Criteria 4: —
Criteria T:—
riteria 2: Global: 25
hours as commander in
Titan mode
QsH
Criteria IHR: 55 teamuiorb
points
2: Global: 25 hours
as squad member
| Experience: 2.000
Criteria 3: Global: 50 hours
as squad leader
Criteria 4: —
* Must be within the enemii Titan r a bins when the core starts to explobe.
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P S
ART GALLERY
Rich Briggs and Brent Dadij from ER; Gustav Enehull from ER International; and
the ER/DICE Test Team, Nathan Claij, and Colin Clarke from DICE for all their
help in the creation of this guide. He'd also lihe to thanh Sean Sfalzer, Rndrem
Ibijss" Sfouppe, Paul ”flnubis“ Hrivokucha, and the rest of the Syndicate
guild for their cooperation and valuable input.
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copying or downloading expressly prohibited.